Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 10, 2015 17:54:56 GMT
I'll go rooting through in a mo and see what gems I can dig up
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Judge Death
Regular
Mandalorian warrior
I am your Death!
Posts: 224
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Post by Judge Death on Feb 11, 2015 0:48:53 GMT
I'm in mate.
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Post by Lord Harrab on Feb 11, 2015 9:00:34 GMT
I'll go rooting through in a mo and see what gems I can dig up There's not much but hey, if it helps its all good. I'd rather someone got some use out of my work. In regards to this game i might join as a player, depends on my game schedule, but I'm always up to be your ideas guy.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 11, 2015 9:57:21 GMT
There are a few bits and bobs that I'll definitely be copying, one of which will be an injury risk. So sending out that lone guy to do resource hunting will risk him getting injured and lowering their ability for a few turns (such as only scavenging a small amount before returning rather than normal amount) or may not come back at all. If a person becomes injured the owning player might lose an action slot for how ever many turns it takes for that person to heal, upon which the missing action slot will be given back when that person is able to do actions again.
Each time a player finds a new npc they can choose to add them to their camp to gain another action slot, leave them where they are or be vengeful and take what they want from them. Just be wary about how much noise your new team will be making.
Heck, find a new guy and you might decide on the next turn to keep the new guy and put a bullet in the head of the guy who was injured and has caused you to lose an action slot for 10 turns while you wait for him to heal and taking valuable supplies.
I've decided that there will be two, not one, behind the scenes point systems that will log what players do during the game. At the end, I'll post up the scores so everyone can have a giggle or curse themselves for not doing something they had wanted to but didn't.
One thing I didn't think about was fuel and power which was in your thread, I'm a bit loathed to make another stat for them even though they shouldn't just be thrown in with supplies. I suppose I could list them individually as the excel system I use can handle it. But I'm leaning towards writing into the background that hydrodams are still supplying power to the region though limited.
One question!!! Fast zombies? Slow Zombies? or my favourite, a mixture of both? What about Mutants, such as mutated people or animals?
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Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 11, 2015 15:03:26 GMT
I still need answers and help for those I've previously asked, but will also add this question.
Do players want the ability to accrue territory, either whole districts, new bases or just safe houses. The assumption at the moment is that all people in a camp go out to a district to do what the player told them to do, they then return to the main camp.
But, what if the district is on the other side of town? I didn't think about that did I. If you're going around sneaking past zombies then chances are you won't get home in time.
Currently my only solution is to make an assumption. That is that each action slot you have(which is one person doing an assigned task) automatically has 12 hours/tokens allotted to them.
If set an action slot to *Search local district for supplies* then the person assigned will have 12hours worth of tokens to search, giving the best chances to find something. We'll then assume that moving through a district uses up 2 tokens/hours. 1 hour to get there, 1 hour getting back. Using this example if the place chosen to explore was two districts away it will use up 4 tokens, 2 to travel there safely, 2 to return. This means that person will only be able to search for 8 hours using their 8 tokens.
Does this make sense? Sound good? Would make making bases viable. Go out to make a base, then use that base to search from giving persons more time to do a task and have a higher chance of getting better items or completing tasks faster.
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Post by Lord Harrab on Feb 11, 2015 18:51:52 GMT
I like the idea. Means we have a reason to set up safe houses for when a scavenger team gets caught too far from home. I guess night time will be more dangerous than the day?
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Castiel
Rising Legend
Lord of the West
Forth Eorlingas!
Posts: 644
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Post by Castiel on Feb 11, 2015 19:35:26 GMT
Mix of zombies sounds good.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 12, 2015 12:13:17 GMT
I think if I go with mixed I'll stick with Slow and Fast zombies, with possibly the occasional mutated zombie.
Yes, night actions are far more dangerous due to the requirement of light to see what your doing. I'm making the assumption that all players bases at the start of the game will automatically have this issue under control in some way, whether it be blocking out gaps or opting to turn lights off at night, the only thing affecting this is player actions. When players send in their orders it will be assumed they are occuring in daylight hours, however, requesting a night action will have logical risks that I'll apply accordingly based on good judgment in order to be fair. If by some miracle a player acquired something like night vision goggles then yes it would open up a new range of options with lower risk at night time.
I'll enbable the ability to set up safe houses when caught out in the sticks. Usually a person who is operating away from the main safe house will attempt to find a hidy hole to bunk down with their rations until the next day assuming they don't return home. There will be ahuge risk to this as zombies wander, odd stragglers might happen upon the sleeping person or they get attacked by rats. So in all likelyhood you would do what you'd do in the real world, you'd plan ahead and ensure that if you plan to send out long distant scavengers you first scout and setup a safe location as a base. Work and supplies will have to be spent in order to make the new safehouse viable for long term use past that of a simple place to get some sleep as it takes time and effort to ensure a safehouse is truely protected against attack and secure from light and noise emmissions.
I'm thinking of dropping a stat for supplies and just having food as the only diminishing supply. Reason being is there are so many houses and structures around that if you wanted to do something like reinforce your base then you'd just rod stuff from anywhere around you such as doors, benches manhole covers, etc. So all I'd need to do is factor in a risk factor to automatically gaining those supplies when a player uses an action to build something and that will take one less worry/hassle of the player. It also makes sense. Need a new barricade? Go next door and unscrew each door, watch out for zombies while doing it.
It would work like this....
Player uses an action slot to reinforce the base. The person goes next door and starts to remove doors,etc, the process is slow going as the person has to keep a close eye on how much noise they are making and no zombie is walking up behind him/her. By the time all 12 tokens are used up the person has managed to increase the base defence by 0.5
Alternatively...
Player uses two action slots to reinforce the base. Two persons go next door, one removes the doors, the other gives assistance and keeps a lookout. the process is rapid as no one is distracted. bBy the time both persons have used their 12 tokens they've managed to reinforce the base defence by 1.5 instead of 0.5
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Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 12, 2015 12:32:29 GMT
Two more additional thoughts.
A zombie level stat. This is a stat that is player specific and relates to the level of zombies in your district. Player actions will alter this. So if you fire a gun, your noises level rockets which means nearby zombies are likely to seek you out, but also, zombies will be attracted to the noise and try to find it, so although they won't know where you are, there will be a heck more nearby making your life more awkward.
I'm also adding a "Routed" process to the game. If your main base gets overrun then any survivors will end up on the streets. If you have a second base then you will automatically attempt to get to it. However, based on the circumstances of your main base being overrun and you being routed you may find your food level and tech level drops to zero. After all, you've survived in that base safely for a year, everything you own is stored there. You may be able to retake it in future.
Wise players may plan ahead, setting up multiple bases and ensuring some food supplies are stored there. Unless you find yourself a fortification of a base you would be wise not to transfer supplies, after all, your safehouses away from the main base are tempory constructs and the people stopping at them are only there to complete tasks before returning home to the more safer base of operations.
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SirDeadofPool
Recruit
Chimichanga expert
Butts are the best thing ever. True story.
Posts: 40
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Post by SirDeadofPool on Feb 12, 2015 13:04:12 GMT
I actually dig the idea of the slow/fast with some mutant mix, I'm more of a fan of slow zombies myself, but some games like L4D and Dying Light kinda make me like the idea more. Also really digging the zombie level idea as well.
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