WARNING: MASSIVE WALLS OF TEXT.
Evening all, some of you MIGHT recall a thread I made a while back about how to make what I thought would make for an awesome Pokemon game (Make Pokemon Fun Again).
I recieved mostly positive feedback, and some even more ideas from you good people here at the Escapist, so, I thought I made my idea for a zombie game known as well.
I'm mostly going for a zombie apocalypse simulation, I guess, where, if you want, you can sit down and read a book you just found after splattering a zombie's brain. Or, throw the book at another zombie.
Let's begin, keeping in mind that this would be a free, mainly FPS MMO, preferably for consoles. (360, mostly, but I don't believe in exclusives)
This all in all I think would give a grand oppurtunity to explore, Barricade, and experience just how you might live in an actual zombie apocalypse.
Getting bored sitting around in your little barricade? Well, you'd be bored in real life.
Kicking ass but having to heal all the time? Be a little more cautious when the infection hits the real world.
Dieing everytime you turn a corner? ...well, um....good luck.
Having a good time with some friends and destroying some zombie filth everywhere you go? You know who to turn to then.
As before, thoughts, concerns, criticisms, and your own ideas are more than welcome.
Let me know what you all think, puppets.
Love you all.
Arionis Chambers
Evening all, some of you MIGHT recall a thread I made a while back about how to make what I thought would make for an awesome Pokemon game (Make Pokemon Fun Again).
I recieved mostly positive feedback, and some even more ideas from you good people here at the Escapist, so, I thought I made my idea for a zombie game known as well.
I'm mostly going for a zombie apocalypse simulation, I guess, where, if you want, you can sit down and read a book you just found after splattering a zombie's brain. Or, throw the book at another zombie.
Let's begin, keeping in mind that this would be a free, mainly FPS MMO, preferably for consoles. (360, mostly, but I don't believe in exclusives)
(360)
LT- Iron Sights, Attack with Secondary weapon (Dual Weilding)
LB - Jump
Lthumbstick- Move
*CLICK* Sprint
RT- Attack with Currently Equipped Weapon , Primary Attack (Dual Weilding)
RB - Melee
Y- Switch Weapons
B- Interact
A- Use senses (Listen and Smell)
X- Reload
Rthumbstick - Look Around *CLICK* Position (Crouch, Prone, Stand)
Back - Settings, exit Workshops or Cooking
Start - Backpack, Equip
LB + RB = Block
LT- Iron Sights, Attack with Secondary weapon (Dual Weilding)
LB - Jump
Lthumbstick- Move
*CLICK* Sprint
RT- Attack with Currently Equipped Weapon , Primary Attack (Dual Weilding)
RB - Melee
Y- Switch Weapons
B- Interact
A- Use senses (Listen and Smell)
X- Reload
Rthumbstick - Look Around *CLICK* Position (Crouch, Prone, Stand)
Back - Settings, exit Workshops or Cooking
Start - Backpack, Equip
LB + RB = Block
1. Character Creation / Inventory
Character Creation
This would be a realism style game world, and character creation would reflect this. Of course, you would have your basic sliders from facial features to body type, and a variety of hair styles, with natural hair colors available at the beginning choice. You could cut and dye your hair later on.
Apparel wise, I'd try an engine that would allow piece by piece wearing (I.e. I want a glove on ONE hand, a wrist band on the other, a t shirt, a unbuttoned overshirt, coat, pants, and boots)
Clothes could be decided at the start, and more could be found throughout the game.
Some might ask, "Why so much customization for a FPS?"
Well, that's simple. Because it's an FPS MMO, where other players see you, and where you can find mirrors scattered about the realm and get a glimpse of the battered Survivor you're playing as, while interacting with the enviroment (barricading, cooking, healing with medkits) switches the camera to third person.
XBOX LIVE Avatar options would be available in the games style for those who really like how their Avatar is dressed.
Inventory
This would be dealt with in a mix of the new Alone In The Dark inventory style (real time, looking through your pouches) and traditional RPG's Weight system.
By finding bags or packs, you could dump items into your bag, having to find them in real time (trying to find a book, you are at risk)
Heavy or bulky items would take up more and more room.
To avoid too much trouble, bulky items would be treated as heavy (a bedpan isn't heavy at all, but it wouldn't fit too well in a bag)
Character Creation
This would be a realism style game world, and character creation would reflect this. Of course, you would have your basic sliders from facial features to body type, and a variety of hair styles, with natural hair colors available at the beginning choice. You could cut and dye your hair later on.
Apparel wise, I'd try an engine that would allow piece by piece wearing (I.e. I want a glove on ONE hand, a wrist band on the other, a t shirt, a unbuttoned overshirt, coat, pants, and boots)
Clothes could be decided at the start, and more could be found throughout the game.
Some might ask, "Why so much customization for a FPS?"
Well, that's simple. Because it's an FPS MMO, where other players see you, and where you can find mirrors scattered about the realm and get a glimpse of the battered Survivor you're playing as, while interacting with the enviroment (barricading, cooking, healing with medkits) switches the camera to third person.
XBOX LIVE Avatar options would be available in the games style for those who really like how their Avatar is dressed.
Inventory
This would be dealt with in a mix of the new Alone In The Dark inventory style (real time, looking through your pouches) and traditional RPG's Weight system.
By finding bags or packs, you could dump items into your bag, having to find them in real time (trying to find a book, you are at risk)
Heavy or bulky items would take up more and more room.
To avoid too much trouble, bulky items would be treated as heavy (a bedpan isn't heavy at all, but it wouldn't fit too well in a bag)
2. Sound and "Smell"
These two senses would be imporant for your character survival, and could be used at will with a press of LB.
Smell For You
When walking into a building or room, "smell" would tell your character of the proximity and quantity of dangers. (I.E. Walk in, your character takes a clean breath, you're fine.....there. If he/she brings their hand up to their mouth, coughing or gagging, you MIGHT want to consider leaving).
It would also let you know of gas leaks and the like, via onscreen prompts, like your character saying out loud, "Smells like gas...."or other players cooking. "Is that steak?"
Smell For Enemies
Fresh wounds, gun powder, cooking, and other tell tale "Human" scents would draw in any nearby enemies that could catch the scent, so masking smells (spray on deoderants, stenches of garbage and the like, could be useful, but also might make other players aware you are nearby)
Sound for You
This should be obvious, if you hear a death gurgle followed by a inhuman moan or growl, probably not the safest place to go in without a weapon ready.
Sounds For Enemies
TV, Music, vending machines, dragging of barricades, gunfire, screams, player speech (more on this in abit), and radio speak would immediately let an enemy know there is a potential kill nearby.
These two senses would be imporant for your character survival, and could be used at will with a press of LB.
Smell For You
When walking into a building or room, "smell" would tell your character of the proximity and quantity of dangers. (I.E. Walk in, your character takes a clean breath, you're fine.....there. If he/she brings their hand up to their mouth, coughing or gagging, you MIGHT want to consider leaving).
It would also let you know of gas leaks and the like, via onscreen prompts, like your character saying out loud, "Smells like gas...."or other players cooking. "Is that steak?"
Smell For Enemies
Fresh wounds, gun powder, cooking, and other tell tale "Human" scents would draw in any nearby enemies that could catch the scent, so masking smells (spray on deoderants, stenches of garbage and the like, could be useful, but also might make other players aware you are nearby)
Sound for You
This should be obvious, if you hear a death gurgle followed by a inhuman moan or growl, probably not the safest place to go in without a weapon ready.
Sounds For Enemies
TV, Music, vending machines, dragging of barricades, gunfire, screams, player speech (more on this in abit), and radio speak would immediately let an enemy know there is a potential kill nearby.
3. Electricity
You might just get lucky enough to find a building or location with electricity, where you could do any number of things, from charging your radio, cell phone, watching T.V. with other survivors, to even using a microwave or electric stove top. Keep in mind, lights suddenly appearing in what WAS a darkened building might draw attention, from enemies to possible allies.
You might just get lucky enough to find a building or location with electricity, where you could do any number of things, from charging your radio, cell phone, watching T.V. with other survivors, to even using a microwave or electric stove top. Keep in mind, lights suddenly appearing in what WAS a darkened building might draw attention, from enemies to possible allies.
4. Communication
Radios are the name of the game, short wave style, with cell phones a nice bonus.
When joining the game for the first time, you'd have the option of starting in "true" style, where party chat would be disabled, and the only way someone could hear you is if they are nearby.
Your mic transmits your voice into the game for EVERYTHING to hear (think Manhunt, you could use your voice to distract enemies).
Finding another survivor, or cell phone numbers written on walls, could lead to exchanging frequencies and numbers, so, if they are on, you could contact them through there.
But, as with anything that makes sound, sometimes having a friend call you up could lead to trouble, so turn off the radio and cell phone, or put the latter on vibrate, if you are exploring an unknown area, or in camp for the night in a barricaded room.
Another way to communicate on a broader scale is to leave messages on walls or notes on tables. Sharpies will let you write a message up on the wall, via the 360 Keyboard interface, which when finished would look akin to the Left 4 Dead writings on the walls.
Pen and paper for notes and the like. (sticky pads are useful for this)
Radios are the name of the game, short wave style, with cell phones a nice bonus.
When joining the game for the first time, you'd have the option of starting in "true" style, where party chat would be disabled, and the only way someone could hear you is if they are nearby.
Your mic transmits your voice into the game for EVERYTHING to hear (think Manhunt, you could use your voice to distract enemies).
Finding another survivor, or cell phone numbers written on walls, could lead to exchanging frequencies and numbers, so, if they are on, you could contact them through there.
But, as with anything that makes sound, sometimes having a friend call you up could lead to trouble, so turn off the radio and cell phone, or put the latter on vibrate, if you are exploring an unknown area, or in camp for the night in a barricaded room.
Another way to communicate on a broader scale is to leave messages on walls or notes on tables. Sharpies will let you write a message up on the wall, via the 360 Keyboard interface, which when finished would look akin to the Left 4 Dead writings on the walls.
Pen and paper for notes and the like. (sticky pads are useful for this)
5. Health and Recovery / Resting to Save
Basic Health
Dropping herbs and the like, going for medkits and food (old style xD)
If you're hurting from something that isn't bleeding, pop a soda or down a burger, and you should be fine. Vending machines here are godsends, providing you find them before everyone else....
Cooking is also available, and some foods will give added healing affects if cooked, though, the scent can draw attention....
Now, bleeding and such, anything major, you'll want to find stitches or someway to stop the bleeding and heal.
If you are CRITICALLY injured in this sense, you cannot Rest, so be careful.
Resting to Save
I am putting this here because resting heals any minor wounds you might have, and major ones over time.
(Nothing Critical though. In fact, if you're skull is cracked open and you can use one of your ribs for a coat hanger, you can't Rest at all)
It also allows you to Save, which, doesn't QUITE mean the same thing here as usual.
Saving allows you a place to respawn should you fall in a pool of your own blood, by saying that you just had a "Bad Dream" and actually hadn't awakened yet from the last place you rested.
Having a "Bad Dream" means that anyone you met in your "Bad Dream", you'd lose their numbers and frequencies (unless you can MANUALLY remember it), along with items, files, and injuries.
This is a way to give players a way to respawn, without their inventory at risk, and without going to far into the supernatural (no WOW ghost walking here). Anyone who seen you fall, it would just feel like they had known someone like you before ("Guess I just have one of those faces")
Resting would have three options.
? Instant rest, where your screen blackens for a little bit and you're minor wounds are healed (think FF)
?
? Lengthened Rest, where your screen goes third person, and you manually wake your character up.
? This option let's you go AFK while still healing you and keeping you in the game. Useful for when YOU need to make something to eat or use the restroom.
?
? Rest and Quit, where you'd rest and end the game. Your character will show up as a ghostly outline to other players,who cannot interact with you except to leave you a note on a nearby table or something, and should any enemies come into the room, your character will automatically deal with them before going back to sleep. They will not re-barricade a room, and you WILL lose ammo they spend.
Basic Health
Dropping herbs and the like, going for medkits and food (old style xD)
If you're hurting from something that isn't bleeding, pop a soda or down a burger, and you should be fine. Vending machines here are godsends, providing you find them before everyone else....
Cooking is also available, and some foods will give added healing affects if cooked, though, the scent can draw attention....
Now, bleeding and such, anything major, you'll want to find stitches or someway to stop the bleeding and heal.
If you are CRITICALLY injured in this sense, you cannot Rest, so be careful.
Resting to Save
I am putting this here because resting heals any minor wounds you might have, and major ones over time.
(Nothing Critical though. In fact, if you're skull is cracked open and you can use one of your ribs for a coat hanger, you can't Rest at all)
It also allows you to Save, which, doesn't QUITE mean the same thing here as usual.
Saving allows you a place to respawn should you fall in a pool of your own blood, by saying that you just had a "Bad Dream" and actually hadn't awakened yet from the last place you rested.
Having a "Bad Dream" means that anyone you met in your "Bad Dream", you'd lose their numbers and frequencies (unless you can MANUALLY remember it), along with items, files, and injuries.
This is a way to give players a way to respawn, without their inventory at risk, and without going to far into the supernatural (no WOW ghost walking here). Anyone who seen you fall, it would just feel like they had known someone like you before ("Guess I just have one of those faces")
Resting would have three options.
? Instant rest, where your screen blackens for a little bit and you're minor wounds are healed (think FF)
?
? Lengthened Rest, where your screen goes third person, and you manually wake your character up.
? This option let's you go AFK while still healing you and keeping you in the game. Useful for when YOU need to make something to eat or use the restroom.
?
? Rest and Quit, where you'd rest and end the game. Your character will show up as a ghostly outline to other players,who cannot interact with you except to leave you a note on a nearby table or something, and should any enemies come into the room, your character will automatically deal with them before going back to sleep. They will not re-barricade a room, and you WILL lose ammo they spend.
6. Combat and Armor
Weapons affect Weight.
Two weapon slots, Primary and Secondary, (switch on the fly with Y) make up your combat options, with Grapple coming into play when you're grabbed by an enemy.
You can go Firearm and Firearm,
Firearm and Melee,
or Melee and Melee.
If both Weapon Slots are of the same type and are One Handed weapons, you'll dual weild, which lowers accuracy and reload speed for Firearms, and raises speed but lowers individual damage for Melee.
Firearms
This would be a FPS MMO, so, finding some firearms and ammo would be very useful to those wishing to survive. Iron Sights available to those who pull the Left Trigger.
Now, the guns part should be easily guessed (Headshots, go for headshots), so, to Melee.
Melee
You get a choice here, that you make via SETTINGS < CONTROLS < MELEE OPTIONS
* Option available ONLY if Secondary Weapon slot is occupied by a Melee weapon.
? Knife* : Not always an actual knife, just any thing you can stab with while weilding a firearm.
?
? Kick : Slower than the knife, but can give you some much needed breathing room.
?
? Blunt : If you have a bludgeon style weapon, well, whack a mole. If not, you're punching.
?
? Full Melee : This is if you are not weilding a firearm, and using a Melee weapon as your Primary. Will be dual weilded in conjunction with Secondary Melee weapons if the Primary is one handed.
?
? Pistol Whip : For when you just want to use your Primary Firearm as a blunt weapon (not available if dual weilding)
?
There is also one more, that is available no matter your choice.
? Charge : By Sprinting and hitting Melee, you'll cancel your chosen option and shoulder charge for a few feet. Good for getting out of crowds.
It should be noted that nearly anything can be used for Melee options, but some are better for emergency than anything. (I.E. Don't lug a microwave around just cause you squashed a zombie's skull with it once)
Grapple
Grapple occurs when an enemy (usually a zombie) grabs your character. Shaking the left thumbstick should be more then enough to get one zombie off of you, but if more grab you, you'll start to need to smash more buttons to try to escape.
Six or so zombies at once have the cumulative power to bring a average adult male to the ground, so be careful.
Armor
Armor is useful, for obvious reasons. All clothing gives an Armor Rating (AR) of +1 where it covers the skin, and you can pack on the clothing, though, this hinders Movement for every three layers of Clothing, and WILL affect weight.
Armor can be in a range from skateboarding kneepads to bulletproof vests to actual armor of leather or metal variety (THAT, however, is rare)
Each peice of armor has it's own individual AR and Weight.
Weapons affect Weight.
Two weapon slots, Primary and Secondary, (switch on the fly with Y) make up your combat options, with Grapple coming into play when you're grabbed by an enemy.
You can go Firearm and Firearm,
Firearm and Melee,
or Melee and Melee.
If both Weapon Slots are of the same type and are One Handed weapons, you'll dual weild, which lowers accuracy and reload speed for Firearms, and raises speed but lowers individual damage for Melee.
Firearms
This would be a FPS MMO, so, finding some firearms and ammo would be very useful to those wishing to survive. Iron Sights available to those who pull the Left Trigger.
Now, the guns part should be easily guessed (Headshots, go for headshots), so, to Melee.
Melee
You get a choice here, that you make via SETTINGS < CONTROLS < MELEE OPTIONS
* Option available ONLY if Secondary Weapon slot is occupied by a Melee weapon.
? Knife* : Not always an actual knife, just any thing you can stab with while weilding a firearm.
?
? Kick : Slower than the knife, but can give you some much needed breathing room.
?
? Blunt : If you have a bludgeon style weapon, well, whack a mole. If not, you're punching.
?
? Full Melee : This is if you are not weilding a firearm, and using a Melee weapon as your Primary. Will be dual weilded in conjunction with Secondary Melee weapons if the Primary is one handed.
?
? Pistol Whip : For when you just want to use your Primary Firearm as a blunt weapon (not available if dual weilding)
?
There is also one more, that is available no matter your choice.
? Charge : By Sprinting and hitting Melee, you'll cancel your chosen option and shoulder charge for a few feet. Good for getting out of crowds.
It should be noted that nearly anything can be used for Melee options, but some are better for emergency than anything. (I.E. Don't lug a microwave around just cause you squashed a zombie's skull with it once)
Grapple
Grapple occurs when an enemy (usually a zombie) grabs your character. Shaking the left thumbstick should be more then enough to get one zombie off of you, but if more grab you, you'll start to need to smash more buttons to try to escape.
Six or so zombies at once have the cumulative power to bring a average adult male to the ground, so be careful.
Armor
Armor is useful, for obvious reasons. All clothing gives an Armor Rating (AR) of +1 where it covers the skin, and you can pack on the clothing, though, this hinders Movement for every three layers of Clothing, and WILL affect weight.
Armor can be in a range from skateboarding kneepads to bulletproof vests to actual armor of leather or metal variety (THAT, however, is rare)
Each peice of armor has it's own individual AR and Weight.
7. Skills / Leveling / Perks
Skills
Skills range from many things, here's a list of some of them.
Some are the key to unlocking Perks.
? Endurance : How long and far you can Sprint and climbing skill.
?
? Accuracy : How well you can shoot from the hip or dual weild.
?
? Melee : How much "Oomph" you can put behind each swing.
?
? Stealth : Stay quiet, stay out of sight, stay off the menu.Also allows you to unlock doors and chests without breaking them open and risking the sound attracting enemies.
?
? Cooking : Higher the skill, the higher health bonus and variety you can put in recipes.
?
? Workshop Firearm : How much you know about your Firearm, how far you can repair, and how well you can attempt customization.
?
? Workshop Melee : How much you know about your Melee weapons, how well you can repair, and how much you can attempt customization (Spiked Bat anyone?)
?
? Workshop Barricade : Allows construction of Full Barricades (building forts and outposts from scratch, or setting a barricade between two buildings) one Panel Section at a time.
?
? Strength : How much Weight you can deal with before you start to suffer in Athleticism (up to double your max Weight can be carried before you can only move in a slow crucifix march)
?
? Athleticism : Affects movement speed, jump height, and balance.
Leveling
Gotta get experience for skills somehow.
Kills, Discoveries (locations and other survivors), Escapes (Escape from a group of seven, stacks with every seven after the first set) (I.E. Running from a group, run into another group, now both are after you, you now have 18 enemies after you, you get Double EXP for the 14 if you escape.) You only get Escape experience once per group.
Leveling lets you put points in Skills, and choose Perks. (Stats are governed by skills)
Perks
Here's a list of some perks.
If a perk is unlocked via high Skill level, I'll say so.
? Parkour : By raising Endurance high enough, whenever you Sprint, instead of actively having to jump or climb over obstacles, you will automatically do so, and keep your momentum. New Charge styles unlocked via this perk depending on context (Monkey over a table, hit Melee, you'll throw your feet forward in more of a kick style, though this will end your sprint)
?
? Firearm Expert : You know just where to aim, and shooting from the hip gives a bonus 15 percent to criticals, while Iron Sights gain a bonus 45 percent, and bonuses to Workshop Firearm and reload speed.. Unlocked via Firearm Skill.
?
? Melee Expert : You played golf with one hand while fencing in the other when you were growing up. Your Melee weapon damage automatically gain a permanent +5 to damage each strike, while give bonuses to Workshop Melee. Unlocked via Melee Skill.
?
? Run Like The Wind : You no longer make noise while running or walking, however Sprinting will still cause noise. Unlocked via Stealth skill.
?
? Barricadet : Building Full Barricades and forts now takes less time, and with fewer materials. Temporary Barricades make less noise when being made and are much stronger. Unlocked via Workshop Barricade skill.
Skills
Skills range from many things, here's a list of some of them.
Some are the key to unlocking Perks.
? Endurance : How long and far you can Sprint and climbing skill.
?
? Accuracy : How well you can shoot from the hip or dual weild.
?
? Melee : How much "Oomph" you can put behind each swing.
?
? Stealth : Stay quiet, stay out of sight, stay off the menu.Also allows you to unlock doors and chests without breaking them open and risking the sound attracting enemies.
?
? Cooking : Higher the skill, the higher health bonus and variety you can put in recipes.
?
? Workshop Firearm : How much you know about your Firearm, how far you can repair, and how well you can attempt customization.
?
? Workshop Melee : How much you know about your Melee weapons, how well you can repair, and how much you can attempt customization (Spiked Bat anyone?)
?
? Workshop Barricade : Allows construction of Full Barricades (building forts and outposts from scratch, or setting a barricade between two buildings) one Panel Section at a time.
?
? Strength : How much Weight you can deal with before you start to suffer in Athleticism (up to double your max Weight can be carried before you can only move in a slow crucifix march)
?
? Athleticism : Affects movement speed, jump height, and balance.
Leveling
Gotta get experience for skills somehow.
Kills, Discoveries (locations and other survivors), Escapes (Escape from a group of seven, stacks with every seven after the first set) (I.E. Running from a group, run into another group, now both are after you, you now have 18 enemies after you, you get Double EXP for the 14 if you escape.) You only get Escape experience once per group.
Leveling lets you put points in Skills, and choose Perks. (Stats are governed by skills)
Perks
Here's a list of some perks.
If a perk is unlocked via high Skill level, I'll say so.
? Parkour : By raising Endurance high enough, whenever you Sprint, instead of actively having to jump or climb over obstacles, you will automatically do so, and keep your momentum. New Charge styles unlocked via this perk depending on context (Monkey over a table, hit Melee, you'll throw your feet forward in more of a kick style, though this will end your sprint)
?
? Firearm Expert : You know just where to aim, and shooting from the hip gives a bonus 15 percent to criticals, while Iron Sights gain a bonus 45 percent, and bonuses to Workshop Firearm and reload speed.. Unlocked via Firearm Skill.
?
? Melee Expert : You played golf with one hand while fencing in the other when you were growing up. Your Melee weapon damage automatically gain a permanent +5 to damage each strike, while give bonuses to Workshop Melee. Unlocked via Melee Skill.
?
? Run Like The Wind : You no longer make noise while running or walking, however Sprinting will still cause noise. Unlocked via Stealth skill.
?
? Barricadet : Building Full Barricades and forts now takes less time, and with fewer materials. Temporary Barricades make less noise when being made and are much stronger. Unlocked via Workshop Barricade skill.
8. Barricades
Barricades come in two types, Temporary Barricades (TB) and Full Barricades (FB). When building barricades, the camera will move into a third person view.
Temporary Barricades.
Temporary Barricades are meant to give time to catch your breath, slow pursuit, or allow one peace of mind enough to Rest, and do not require any skill points to be placed in Workshop Barricade.
These can range from being as simple as locking a door to dragging over the bookshelf and plopping it in front of a window.
Temporary Barricades will not last very long against any real effort, so, if you put one up, make sure you won't be there for any extended period of time, and if you are, make sure no ones knows about it.
Full Barricades
Full Barricades are meant to stand tall and firm, as personal forts with watch towers, searchlights, and re-enforced gates.
Full Barricades can be created and used as homes for many survivors, giving them a safe place to return to. The makers of Full Barricades can organize guilds, make workshops and hotels, and can set up a toll system for entry into the complex, with the toll in the form of ammo, cash, or food, though the gate CAN be lock picked or climbed....
Full Barricades require skill points to be placed in the Workshop Barricade skill, with higher skills allowing more complex and larger Barricades.
FB's can be made from scratch, with each panel made individually and then peiced together, provided you have the materials, or set up between two or more already established walls (for instance, putting a re-enforced gate at the opening of a dead end alley could be both beneficial and hazardous)
Some lucky enough Survivors will be able to find generators, and should they be able to find fuel, can bring electricity into their FB.
The danger in building a FB should be obvious, as bringing the materials to one central spot can prove troublesome, and construction in any form is rarely quiet, or quick....
Barricades come in two types, Temporary Barricades (TB) and Full Barricades (FB). When building barricades, the camera will move into a third person view.
Temporary Barricades.
Temporary Barricades are meant to give time to catch your breath, slow pursuit, or allow one peace of mind enough to Rest, and do not require any skill points to be placed in Workshop Barricade.
These can range from being as simple as locking a door to dragging over the bookshelf and plopping it in front of a window.
Temporary Barricades will not last very long against any real effort, so, if you put one up, make sure you won't be there for any extended period of time, and if you are, make sure no ones knows about it.
Full Barricades
Full Barricades are meant to stand tall and firm, as personal forts with watch towers, searchlights, and re-enforced gates.
Full Barricades can be created and used as homes for many survivors, giving them a safe place to return to. The makers of Full Barricades can organize guilds, make workshops and hotels, and can set up a toll system for entry into the complex, with the toll in the form of ammo, cash, or food, though the gate CAN be lock picked or climbed....
Full Barricades require skill points to be placed in the Workshop Barricade skill, with higher skills allowing more complex and larger Barricades.
FB's can be made from scratch, with each panel made individually and then peiced together, provided you have the materials, or set up between two or more already established walls (for instance, putting a re-enforced gate at the opening of a dead end alley could be both beneficial and hazardous)
Some lucky enough Survivors will be able to find generators, and should they be able to find fuel, can bring electricity into their FB.
The danger in building a FB should be obvious, as bringing the materials to one central spot can prove troublesome, and construction in any form is rarely quiet, or quick....
9. Loot
Any container where loot might be found would be instanced for each player, allowing new players to still be able to find themselves some useful treasures, from food to ammo to clothing to weapons.
The only time this would NOT be true would be vending machines. If you hit the button for a Mountain Dew, and it tells you SOLD OUT, you have someone to blame for that. Vending Machines would be restocked by the server every 48 hours.
Any container where loot might be found would be instanced for each player, allowing new players to still be able to find themselves some useful treasures, from food to ammo to clothing to weapons.
The only time this would NOT be true would be vending machines. If you hit the button for a Mountain Dew, and it tells you SOLD OUT, you have someone to blame for that. Vending Machines would be restocked by the server every 48 hours.
10. Enemies
Enemies would come in a variety of forms, some infected, some not.
? Zombies : Infected, undead humans. A slow gait offset by uncomfortable resilience to damage. Troublesome alone, Dangerous in groups, Terrifying in hordes.
?
? The Crazies : Uninfected Humans, who have given in to paranoia and believe themselves to be the only Survivors left. Will attack on sight unless you're in a group of survivors. Can set up traps and Temporary Barricades of their own. Could be worth the loot though, if you don't mind taking one of the few human lives left....
?
? Animals : These come in both infected and uninfected varieties, some of the uninfected ones still being friendly.
?
? Players : Not every Player you meet will see a Survivor who can be a friend. Plenty may very well only see a source of sudden income, a distraction for the zombies, or even a source of meat....
(Players will have to manually turn on PvP, and if a Player does not have it on, they cannot be harmed unless in a PvP server.) (Any Player who suddenly activates PvP will send out a message to those nearby of such an action, provided by the server. PvPers will have a red aura about them) (PvPers do NOT immediatley wake up from their "Bad Dream" upon death, instead, their corpse will stay where it is for about five minutes before dissappearing, at which point any player can come up and loot your body. What they get is randomly selected from your inventory, and they can only search once. They will also receive a peice of meat from your body, which can be used as lures, or as food...)
Enemies would come in a variety of forms, some infected, some not.
? Zombies : Infected, undead humans. A slow gait offset by uncomfortable resilience to damage. Troublesome alone, Dangerous in groups, Terrifying in hordes.
?
? The Crazies : Uninfected Humans, who have given in to paranoia and believe themselves to be the only Survivors left. Will attack on sight unless you're in a group of survivors. Can set up traps and Temporary Barricades of their own. Could be worth the loot though, if you don't mind taking one of the few human lives left....
?
? Animals : These come in both infected and uninfected varieties, some of the uninfected ones still being friendly.
?
? Players : Not every Player you meet will see a Survivor who can be a friend. Plenty may very well only see a source of sudden income, a distraction for the zombies, or even a source of meat....
(Players will have to manually turn on PvP, and if a Player does not have it on, they cannot be harmed unless in a PvP server.) (Any Player who suddenly activates PvP will send out a message to those nearby of such an action, provided by the server. PvPers will have a red aura about them) (PvPers do NOT immediatley wake up from their "Bad Dream" upon death, instead, their corpse will stay where it is for about five minutes before dissappearing, at which point any player can come up and loot your body. What they get is randomly selected from your inventory, and they can only search once. They will also receive a peice of meat from your body, which can be used as lures, or as food...)
11. Vehicles
Some lucky Survivors may find a vehicle with gas in the tank and keys in the ignition.
Fuel can be found by those lucky enough to find it, and columns can be stripped by someone skilled in Workshop Electricity.
Cars and Trucks can also be fortified with skills in Workshop Barricade. These will count as FB.
Some lucky Survivors may find a vehicle with gas in the tank and keys in the ignition.
Fuel can be found by those lucky enough to find it, and columns can be stripped by someone skilled in Workshop Electricity.
Cars and Trucks can also be fortified with skills in Workshop Barricade. These will count as FB.
12. Location
The city in the game would be known as Lost City, with every building and room accesible (be nice if Bethesda and the company behind the Matrix Online worked together...).
Lost City is a large city, covering many square miles, with amusement parks, recreation zones, restaurants, malls, theatres, residencial homes, apartment complexes, skyscrapers, and a small lake with a short string of islands dotting the middle.
Lost City is divided into four districts, Business, Residential, Entertainment, and Recreation Zone.
The city in the game would be known as Lost City, with every building and room accesible (be nice if Bethesda and the company behind the Matrix Online worked together...).
Lost City is a large city, covering many square miles, with amusement parks, recreation zones, restaurants, malls, theatres, residencial homes, apartment complexes, skyscrapers, and a small lake with a short string of islands dotting the middle.
Lost City is divided into four districts, Business, Residential, Entertainment, and Recreation Zone.
This all in all I think would give a grand oppurtunity to explore, Barricade, and experience just how you might live in an actual zombie apocalypse.
Getting bored sitting around in your little barricade? Well, you'd be bored in real life.
Kicking ass but having to heal all the time? Be a little more cautious when the infection hits the real world.
Dieing everytime you turn a corner? ...well, um....good luck.
Having a good time with some friends and destroying some zombie filth everywhere you go? You know who to turn to then.
As before, thoughts, concerns, criticisms, and your own ideas are more than welcome.
Let me know what you all think, puppets.
Love you all.
Arionis Chambers