Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 21, 2015 2:09:35 GMT
Some ideas: Warehouse/factory Construction Site School Church Although i think some of these could be folded into some of the above. Construction site could be a valid place to get raw materials for sure during the game, maybe not so the start. Church and Schools are a good choice, many even have basements, making them an interesting choice. Warehouse could potentially be thrown into the lot as retail/supermarket so might add that into the list as an all inclusive term. Cheers
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Post by Lord Harrab on Feb 21, 2015 2:23:28 GMT
No problem. Happy to help.
I'll keep musing and let you know if i come up with anything else worth considering.
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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 23, 2015 11:38:59 GMT
Hows this look?
Base Location Below is a list of generic building types for which a base can be safely setup. It is generally assumed that the entire building is under your control relatively speaking with access boarded up. However, for very large buildings it is assumed that although you control the building you have picked an area to contain your base and primary defences. For example, in a high rise building you would likely put your main stay defences at the main entrances due to having no means of escape on upper floors. In schools you'd pick a group of rooms to have the main defence due to the sheer quantity of entrances that cannot be fully defended. A house would have all access blocked.
Each building has two stats associated with it. An escape level stat that represents how easily you can abandon your base if the worse occurs and your defences are breached. And a Base defence stat that represents how good the defences are. Buildings with limited access usually have a high defence value but low escape stat. Each building will also have a bonus applied, so certain crew builds will suit certain buildings.
House/low level apartment block A standard single or 4 floored building with few access locations. It is assumed that lower windows will be boarded up and doors secured. Bases will always be housed on a level above ground with easy escape routes arranged even for 4 floored buildings (i.e. a pile of matresses set up) Escape Level:XXXXX Base Defence:XXXXX Bonus:Morale +2 and Access to a car with full tank of fuel at cost of raising noise by +10
High Rise Apartments A standard 5 floored or higher apartment block with few access locations and a lift/elevator. It is assumed all doors on the base level have been boarded up to prevent access and stairwells defended. Lifts will not be functional. This is one of the most defenable locations however should the defences be breached there are no methods of escape available. Roof access is available. Escape Level:0 Base Defence:XXXXXXXXXX Bonus:Noise reduction -3 -XXX
Police/Fire Station An old fashioned 2 floored building with tougher walls and barred windows to deter arson and attack. These buildings tend to have a good amount of defence at a cost of lower escape due to many windows being barred. The majority of good stuff in storage is already missing as it was used in action when the original apocalypse occurred. Escape Level:XXXX Base Defence:XXXXXX Bonus:Att +1 X and def +1 X
Hospital The town hospital, a large complex of corridors and rooms. There are so many entrances and windows that boarding them would be nigh impossible. Therefore the base would be located in a single wing with efforts made just to defend just that one area. Due to the amount of access points it is harder to defend, however equally there are several avenues to escape through. Escape Level:XXXXXXX Base Defence:XXX Bonus:Injuries in the field are more easily treatable reducing injury time
Caravan Park On the outskirts of towns you usually find caravan parks filled with static buildings. Due to the light construction of these structures, defence is nigh impossible but the park is generally in open space it makes for the most easily escapable type of building as crew can simply disappear over fences, through hedges or run rings around the caravans. Last stands can easily be made upon the roof. Escape Level:XXXXXXXXX Base Defence:X Bonus:Noise +4 and Scavenging +2
Supermarket/Warehouse/factory These types of building usually only have a single but large access point which is defendable provided you aren't facing a giant hoard. Aisles are useful for shimmying zombies down specific paths to allow them to be picked off in a running retreat, just like the old Defence Tower games like on the PC. Shame that virtually all supplies are gone after raids. The backrooms are easily defended though sadly these building are usually located in high populated area's. Going on raids is risky business from these buildings but equally they are the only type that exceeds a stat of 10 in total Escape Level:XXX Base Defence:XXXXXXXXX Bonus:Permanent level of High for Zombies in this area
School Similar to hospital, Schools are large area's with lots of corridors and rooms and a huge array of desks and chairs to make barricades. Bases usually occupy a single building in the school with the open space affording them good visability to aid defence. However recent laws has seen to having high fences throughout making escape a lot more difficult should the defences be breached. Escape Level:XXXXX Base Defence:XXXXX Bonus:Tech +2
Church Churches are fully enclosed structures that help minimise detection while at the same time granting good defence due to thick doors and high levelled windows. This does work both ways however and means escape can be difficult. And considering how God has abandoned you there is also no positive bonuses Escape Level:XX Base Defence:XXXXXXXX Bonus:Morale -3
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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 23, 2015 12:07:35 GMT
Player Name : JD Faction Name: N/A Faction Type: Mixed Crew numbers: 4 Att Strength: 8 Def Strength: 9 Base Defence: Scavenging: 6 Technology : 7 Morale Level: 10 Food Supplies: Noise Levels: 8 Zombie Level: Members: Name: Lewis Mor Age: 32 Class: Soldier/Riot Police (Att:4/Def:3/Scav:0/Tech:0/Morale:2/Noise:3) Appearance: Name: Paul Omer Age: 54 Class: Medic (Att:1/Def:3/Scav:1/Tech:2/Morale:4/Noise:1) Appearance: Name: Gwen Willson Age: 24 Class: Convict (Att:2/Def:2/Scav:3/Tech:1/Morale:2/Noise:2) Appearance: Name: David Tenner Age: 38 Class: Mechanic (Att:1/Def:1/Scav:2/Tech:4/Morale:2/Noise:2) Appearance: Base: Apartment building Escape Level:0 Base Defence:XXXXXXXXXX Bonus:Noise reduction -3 -XXX
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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 23, 2015 13:38:07 GMT
I think I need to revise the stats, I ended up with a scavenging ability of 17 Going to remove 2 stats from each char and I think over a crew that should bring it in line EDIT: Stats revised, each char only gives 10 stats instead of 12. This has the benefit of making key characters abilties far more effective so you can either power build for a specific game style or take a balanced team to take on all comers. Likewise, I've updated the file from page 3 so if you did download it please delete it and download the new one located here. All you do is select what chars you want in your crew, then select what building you want as a base, then scroll down and it will show you what your stats will be during the game. Don't like the stats? Scroll up and change something and the final score will automatically change each time you do. Please don't alter anything on the form, only alter the cells which are grey. Additionally, to aid in the decision making. On the map ( when I make it) each location will be allocated a colour that denotes the level of zombies in that area. Green = local zombies that aren't too troublesome to deal with. Orange = A high amount that will be best to avoid but managable with a good strong team. Red = Huge volumes of Zombies that will smash through almost everything if they smell blood. Obviously you are more likely to find red locations in the centre of town and greens towards the outer edges. Player actions and random events will alter this even to the extent that a Red district could turn green or previously Green districts could go Red spelling doom for anyone there. This is where the noise level comes in ... if you're in a green area and you get towards the 10's then you'll only come a cropper with a zombie hoard if you're damn unlucky and even then you might be able to dispatch them without making things worse. Reach the 10's in a red zone and you're stuffed, the zombies at your gate will keep coming and coming and you'll only be able to stem the tide if you're very lucky and have to redouble your efforts not only to bring the noise level down but also try to get the hoard to move on to lower the risk of you getting spotted again. Trouble is, red area's tend to also have the best stuff. Hence why the supermarket/etc building will have to go in a red zone at the start of the game. That's the price for having a good location and the best building, you have to content with zombies walking past your doors at all times. Last thing, it is assumed that as long as you are not currently being attacked by a hoard that any crew leaving the building to perform tasks are able to do so undetected as they time their departure accordingly. If you're in a red zone there is a chance you might get spotted, but that won't mean you automatically get eaten, maybe just knock off some time while your guy tries to evade them instead of doing the task you asked them too. Honestly the last thing. I'll create the new thread to offically open the game and it will list all the information in this thread in far better order with better info. Game will open for people to sign up, then it will start. I think maybe we do a turn every 2 days unless people want to do every day. I'm good with either. Please don't go into full backgrounds for each and every member of your team as I can't deal with that much info when processing the game/turns. However, if the level of info is purely for your own purposes then feel free, just don't cry if your epic character with a bio consisting of 3 pages of text gets his butt wiped off the planet from a curious zombie
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Post by Warork on Feb 23, 2015 20:52:01 GMT
I know you're trying to wrap this up, Warrender, but I also have some suggestions for building types.
Prisons
Airports
Military Buildings
just a few ideas to consider. As for the game itself, it appears to be taking shape which is good, but I think I'll wait until there's a definitive thread that explains how everything works before committing as I'm still kinda murky on some of the major dynamics of the game.
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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 23, 2015 22:18:12 GMT
Cheers for the extras. Might not be practical for use as bases, but def will be a good addition for events and stories.
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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 27, 2015 13:24:27 GMT
ok peeps we are ready to roll except for one minor detail, the map. Everything else is written up and ready to be copy and pasted to get this game going, before that however, below is the map I'm planning to use so would just like some feedback on it before going ahead and adding the labels and key to it. Basically the map is of a real place, specifically the place I grew up in as I thought that would help a lot with knowing what is where and having a realistic setting, as in, I know what area's are industrial estate, commercial and residential so there is no need to make things up on the fly. Districts are separated by main roads. I thought this was the easiest method to make zones but it hasn't quite looked how I had hoped. Each district has a colour of either red, yellow or green to show how many zombies are there, and commercial/industrial estates have a brick texture. I would have separated the two but most of the industrial estates have commercial mixed in, so just assume that each one os a mix of the two and let me work out the details for you Any way, what do you think? You will note that some residential area's haven't been made into a zone, just assume for now that these are the death zones as per the story intro that I haven't posted yet. Aka, automated turrets shoot anyone within range. The wall is the black line surrounding the town. I'd have liked to of made the wall not touch any residential area but that would have made the districts much smaller and harder for me to write information in.
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Post by Lord Harrab on Feb 27, 2015 18:34:25 GMT
Bonus points if you manage to find Warrender's childhood tree fort.
Interesting to see that there is a wall and gun turrets. That implies tgat perhaps the world isn't as fethed as you'd think.
Also if this in set in the UK guns are going to be a rarity so brace yourself American players.
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Post by Warork on Feb 27, 2015 19:30:41 GMT
Also if this in set in the UK guns are going to be a rarity so brace yourself American players. If we can't find guns then WE'LL MAKE OUR OWN! *About midgame, Wark blows up half the city.* This is set in the UK then? Can we have a castle? We should get swords and clear the hordes the old fashioned way.
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