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Author Topic: The Races  (Read 3052 times)

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Mary

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on: 05:04:42 AM 12/05/13
So I've been thinking that classes aren't so much unbalanced, as uncoordinated.
What I propose here is sweeping, extreme change. Things that would take a fair amount of work, so I don't expect all of it to be implemented. But I'd like to start some discussion on what the classes should actually DO, and maybe take a few baby steps towards that goal. These suggestions are based around the idea of encouraging and rewarding more frequent play and giving players objectives to work towards other than killing everyone they see.

Humans:
  • Should be focused on their item use aspect and fort building. A RADICAL change I would suggest...is only being able to have one stack of a given item, so that you're needing to search often. So humans would have periods of strength and vulnerability.
  • Melee and Guns need to have a clear divide. Machetes are as strong (stronger?) than pistols. I think maybe keeping damage where it's at but bumping up accuracy would be the way to go.
  • Disposable items. Things like kevlar vests should only be usable by humans. Vampires and zombies can wear them, but maybe they get no benefit from it. But they should wear out. I don't know what a reasonable number is, but maybe they absorb 200pts of damage before you have to find another one. Again emphasize that period of strength and weakness. Humans are reliant on light too. Disposable flashlights or maybe roadflares or something. Items that provide light for a certain amount of ticks. It could be done with a flashlight item that requires batteries that drain with every action you take too I guess, but I like the disposable option better.
  • Humans should get strength in numbers bonuses for defending barricaded buildings. Maybe a skill like "Helping Hand" where you get bonuses to barricade with every other human in that spot. Or something passive like a de-bonus to enemies attacking the barricade from the outside with every human inside.
  • I'd like to suggest food requirements, but I can't think of any way other than it being completely nonthreatening or cripplingly oppressive. If anyone has any ideas please leave a comment on this webzone.

Vampires:
  • Vampires are the antithesis of  lumen loving humans. Instead of just being able to hide in the dark, give them bonuses to fighting in the dark. Let them take out the substation first to blanket the suburb in darkness before descending as a horde on the rest of the area and destroying everything. Might also add some interesting gameplay "[Group]: There's like 15 vampires right outside the substation, everyone get ready for an attack!" I dunno.
  • I propose a radical change to the way bloodthirst works. Instead of it being based on kills, have it be based on hunger. You can fill up on blood upto some sort of cap which drains every XX ap ticks. Being full increases you strength and gives you a regenerative healing factor but fang attacks no longer straight up heal you. To curb a constant cycle of over powered vamps, I'd suggest that fangs don't get a damage bonus from bloodthirst, and that they exist solely to fill yourself and hopefully that would mitigate it to a degree. And of course blood bags.
  • Get rid of the xray vision and give them something akin to zombie smell rot, where they can sense the number of prey in an area but not their locations.
  • I had ideas like disguising yourself as a human, similar to hiding as a corpse as a zombie, but again I have no idea how it would be any better than rafter hang.
  • I really don't know about vampires as I haven't been vamped in a million years and would welcome suggestions.

Zombies:
  • Zombies are the race I play as most and I absolutely love them. They don't really have anything to do with darkness and light so the whole power aspect doesn't really suit them. But remember the behind the events page and thinking about nexus war's claiming a zone by desecrating or sanctifying it I thought why not some sort of creep spread mechanic?
  • Zombies can spew up nutrient rich vomit to encourage fungal growth as will corpses produced by infectious zombies. The infestation can spread from tile to tile unaided, albeit slowly. Non-zombies take damage or catch infection or suffer debuffs from being in infested tiles, with bigger damage/debuffs from more heavily infested tiles.
  • Flame seems like the obvious answer to fungal infestations, but fungus dies off if not fed too, so I like the idea of zombies having to tend to their fungal garden by patrolling around spewing all over the damn place.
  • Maybe infested tiles could offer buffs too, but I don't know if it's entirely necessary. I'd just like for zombies to have a "base" instead of just being able to drop wherever they please and never being found.
  • In line with the fungal aspect and hopefully to make zombie hiding less invincible, humans should have the option to revive hiding zombie corpses. Instead of reviving them they get infected in a cloud of spores and waste a serum. This may seem like a detriment, but it means humans can find hiding zombies by virtue of there being a revive option over candidate corpses. Just like a barricade is a possible indication of hiding humans, you can waste some AP and possibly find a human just like you waste some AP having to find the serum and medikit needed to cure yourself. Might be too overpowered unless the chance to find hiding zombies were lower though, as you'd only need to search once for every revivable corpse.

This isn't a comprehensive list, but I'd like to hear thoughts on where the races should really go.
» You throw a tantrum, but all you seem to accomplish is slight disarray.



Týr

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on: 06:57:43 AM 12/05/13
Just thought I'd say I like 90% of this.
where am i



Kraufen

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  • Comics. Hooray.
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on: 07:00:48 AM 12/05/13
Humans should get strength in numbers bonuses for defending barricaded buildings. Maybe a skill like "Helping Hand" where you get bonuses to barricade with every other human in that spot. Or something passive like a de-bonus to enemies attacking the barricade from the outside with every human inside.
I like this quite a bit.  It would actually then make people group together in a room for a reason other than well to stand around.

I'd like to suggest food requirements, but I can't think of any way other than it being completely nonthreatening or cripplingly oppressive. If anyone has any ideas please leave a comment on this webzone.

I don't have much of an Idea really. To be honest it would either be really annoying and oppressive or like you said non threatening.

One thing I would also like would be some sort of weapon's upgrade or crafting mechanic. Oh and trading.


As for vampires you mention hide as a human.
I have two idea to that

One would be the hidden movement theives had in SW but only in the dark. So essentially when all the streetlights go dark it would allow them to use it.

The other was appearing as a human from 1 tile away. Not overly useful, but its the only Idea I got for pretending to be humans.

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Roly

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on: 01:20:16 PM 12/15/13
 :thumbsup: Mostly all good ideas Mary. When are you going to starts these ;)
« Last Edit: 02:41:30 PM 12/16/13 by Roly »



Brunitop

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on: 07:03:53 PM 12/30/13
The idea of a Zombie garden is pretty cool, but it would be nice to have a warning for those non-zombies.
For example: Zombie sprays a tile, and it takes 5 or 10 minutes for it to be active. If a non-zombie were to step inside, they would get a text saying "There's a strange fungus on the walls and road of this place" warning them to get away if possible, or if the garden is active, people will see the tile to be of a green colour, so they don't get damaged/infected by surprise, they would get infected if they were stupid enough to enter.