how's my restaurant going? *-*
What is the proggres of terrain? Will there be destroyable walls on some buildings?
Hey guys if there are histroys like Vegetarian and Vegen u also need... FRUITARIANS!!! xD http://en.wikipedia.org/wiki/Fruitarianism
Did someone say new ideas?
The chances that you will be able to find the perfect base will be slim to none, so when you find something suitable for the size of your group(if you have one) you will need to find materials to "up-armor" the location. Below is a lite/description of some of the most basic and available of materials.
What To Use
Lumber: Great for a quick wall, wood can be found in excess at any lumber yard/ home improvement store. Rage zombies will most likely be able to climb this if you do not take the time to "properly" place the wood. A good rule of thumb is to build a seven to eight foot high fence, this should minimize a Ghouls climbimg attempts. The wood wall may also burn down, so try and implement a dual wood and earth wall. Asides from physical barriers they may also be used for fortifications and the building of platforms or watch towers.
Plywood: basically big flat sheets of particulated wood that is compressed, a popular building material to use, they come in a wide range of thicknesses. 3/8" or thicker plywood will provide decent covering on the inside of windows and unused doors. Plywood, will degrade when in a humid/wet environment, so keep extra sheets lying around in a cool dry place for replacements after rainstorms.
Aluminum Roofing: Another easily found material. Can be used for a plethora of fortification purposes. should be intermixed with other building materials such as lumber, brick, blocks, and sandbags. reasearch into how the currogated roofing sheets are attached to other materials so as to provide the most secure method of attaching, minimizing loose ends. can be used to provide fire proofing to roofs and wooden walls.
Barbed & Razor Wire: Great addition to any fence base, and top. may also be placed around windows and unused doors to help deter/slow down forced enterance. Also and be used as "trip wire" if place around shin hight to slow aproching hordes.
Chain Link Fence: This is more of a "first line of defence" fortification, as it works better to slow things down than to stop any kind of attack. A determined raider or zombie will be able to climb it. You can attach bells to help alert the watch of an attack. Also, you can also electrify it to help deter raiders and zombies if you have the power to spare. Can be used over windows or unused doors to improve the baracade.
Brick: Can be found in most home improvement stores. Building a wall will take some time and patience with the knowledge of mixing mortor/cement. Be sure to use multiple layers and a foundation to increase the stability of the whole wall against being pushed over by hoards of zombies or raiders.
Cinder Block: Similar as brick, but easier reinforce with rebar, and lumber. Cinder blocks are also much larger, which means much quicker fortification. One row of cinder blocks does little to impede bullets, however.
Sandbag: A great idea for any base, as it can make any wall bullet-proof and are simple to make, just put sand or dirt in a canvas bag. May also be used to help fire proof structures.
Tyvek: is, to the eye, a large white expanse of something remarkably like paper. Upon closer inspection, however it proves very different: it is absolutely waterproof, it is not possible to tear it, and it crinkles much more loudly than cellophane. It comes in rolls eight feet tall and about a hundred feet long. Nearly everything about tyvek suggests a tall, strong fence that rustles loudly to warn of intruders.
Simple: Some times simple is best, such as making a small ditch out side you base to trip up some slow moving ghouls. Alowing you more time to deal with them as they come. To make this more effective add sharpend sticks or some like items to "catch" the dead to further slow them down.
Places To Protect
Windows: Placing aluminum siding on the inside, fill the center with a few sandbags or place brick/cinder blocks in the center, then cover the outside with wood planks/aluminum.
Doors: Any unused doors should be filled in the same as the windows post above. Doors that will be used should be reinforced with either aluminum or metal bars. To secure the door close, you should use an old-school wooden block/metal rod used in conjunction with quality deadbolts.
Entire Outside Wall: As best you can, you should either cover the exterior with aluminum or sandbags to keep the structure you are inhabiting as fireproof/bullet proof as possible. This should also help strengthen the structure.
Bites are the most common form of transmission of a zombie-carried disease, as these diseases are often transferred through bodily fluids. Bites range in area size, depth, and contact with blood vessels. The infection's incubation period depends on all of these things, as well as the specific type of zombie.
Treatment for Bites
Bitten individuals take some time to turn, depending on the type of virus. This time can range from 12 hours (Solanum) to a few seconds (Rage Virus). Since no two human bodies are exactly alike, other factors, such as the victim's metabolism, can cause the process to take longer or shorter. Unfortunately, since these conditions are as of yet totally incurable, the best thing to do with bitten individuals is to kill them before they turn, or allow them to commit suicide. This not only eliminates a zombie, it spares the victim the painful process of changing. It helps to calm the victim and prepare them for this, which can help keep a clear conscious when the time comes to put them down. The only way to do this is by destroying the brain and burning the corpse (excluding the Rage Virus in which case conventional methods of killing should work just as well, in this case burning is simply hygienic).
If the bite is on a limb, amputating the affected limb can, in some very rare cases, stop the infection before it spreads to the body's vital centers, although it it highly unlikely that it will work. If this method is attempted restrain the victim and keep under observation for at least 24 hours. If any signs of infection show terminate patient immediately. This method has little to no chance of working, and is not recommended. Although it may be emotionally crippling, if you are bitten, you will have to kill yourself. Even if you don't, the virus will, so suicide is actually the best thing you can do.
Some viruses clinically kill the victim, leaving them without vital signs and motionless for hours. This is another opportunity to destroy the now useless brain, as a precaution that they will not rise, and as a way to make the act slightly easier for their loved ones.
bite protection system will be by % right?
Sorry, I forgot fire doesn't exist in the post-apocalyptic world.
On topic, tleno, you seem to think that this game is going to be played as a 1v1v1v1v1v1v1v1v1v1v1vZombies map. I think what we're aiming for is supporting teamwork and such moreso than just going it alone. Which will be an option don't get me wrong, but I think when you spend significant time away from another survivor you should receive a penalty to your mental health from loneliness and feelings of isolation and the such.
EDIT: Unless you have a Loner perk, feat, whatever, which neutralizes these feelings.
if you go mad, you don't get any worst
the brain makes you mad to heal you, isn't it funny? xD
Just some more ideas.
So the premise is simple - everyone needs to sleep. However, sleeping isn't very easy in the zombie apocolypse. Sleeping Peacefully will improve your mental state, and can be achieved by;
1) Sleeping Pills
2) Sleeping in a Safe Zone
3) Sleeping in a Safe Base
Sleeping anytime when you are not doing any of the above will result in Sleeping Poorly which will lower your mental state.
Also, when you go to sleep, your vision radius will be reduced so that only your person is highlighted, effectively making you blind to everything going on around you, like sleeping really is. This way, you have to rely on your fellow man to watch over you while you catch your forty winks. A perk, Light Sleeper, will increase your sleeping sight radius slightly, and anything that enters this radius will wake you up, as well as nearby gunshots, explosions, and zombie moans.
Alright, as mentioned above, two new things: Safe Zones and Safe Bases.
Safe Zones
Safe Zones are small pockets of resistance that are holding out against the undead. These can include Bandit Camps, Military Bases and Refugee Camps.
Bandit Camps are, obviously, areas under control by bandits. You can take an "evil" path and ally yourself with them on the condition that you fulfill a certain quota of either bringing in food, water, ammunition, or women. Yes, I apologise to any females out there, but the apocolypse is no fairytale world. Bandits like getting lucky. In return for your services you get a "safe" place to sleep and dwell.
Military Bases run on the same concept as the above Bandit Camps. This would be considered the "good" path, if you decide to choose one. Help out by bringing in food, water and ammunition and in return you will get shelter.
Refugee Camps are the "neutral" path, containing all kinds of characters from good to bad to shades of grey. Here, the defense is from a ragtag group of volunteers rather than an actual trained force or militia like the Military and Bandit camps. You don't need to do anything to stay here, however they are still dangerous as they don't tend to last long against the undead due to their lack of defense. These can range from and size and will become less frequent the longer the game goes on for.
Safe Bases
We've all been discussing this - these are the locations that the players can mod out to become a defendable area against the undead. These usually include a lone house. Windows, doors, and walls can be improved with different materials to improve their quality and strength in order to repel the undead. Once an area has been modded to the minimum requirement (say, a locked door and boarded up windows), it is declared "safe". Naturally the stronger the defense the safer. These can be temporary places to catch your breath or permenant strongholds.
"No place is safe, only safer." - Max Brooks.
Well the most intresting way the situation would develop would be if people would all separate into small groupies of two or three and the groups would fight together... I mean, zombies even if very strong will be avoidable, while people are more unpredictable...
if I betray a player, he will use the warcraft chat to tell others, making me not trustful
Well, I'd say that actually, players shoudlhave some minimal sight while sleeping, so they would see the players next to them... there could also be the "heavy Sleepers", who see only self while asleep and can sleep everywhere...
Survival expert? Survival instructor?
i think so, either of the two might count.
i idolize Bear Grylls on discovery channel.
Sadist would just just throw a net or some other way trap the victim, then would inject benzine or whatever else into the victim's blood with a syringe, and then would finish it off with a baseball bat with nails.
Man I feel like a sadist now... I should go take a shower...
pretty much why he's famous on brazil too =)
Is maybe a bit too much characterization options don't you think? I don't look forward to the necrophiliac triggers if we're going down that road, lol.
And yet, I have no clue of who you're all talking about or who he is.
Oh god. I haven't replied in this thread lately because I had to install crap from my old computer to my new one AND I had forgotten my password.
So, has there been any significant progress?
I'm managing the energy system currently, and imported a lot of stuff and done a lot of terraining.
Energy system? You mean some character stat-related, or some equipment power thing?
Unless I have a steel bladder I will absolutely hate taking a crap in the street every five minutes.
Weren't we like discussing about no need of toilet need already? I mean, that's pretty much unnecesseary.
Also, about the sleeping... I guess there will be foundable/craftable alarm clocks, too, right? So they will wake you up after you spend a certain amount of time sleeping.
Weren't we like discussing about no need of toilet need already? I mean, that's pretty much unnecesseary.
Also, about the sleeping... I guess there will be foundable/craftable alarm clocks, too, right? So they will wake you up after you spend a certain amount of time sleeping.
Yea, but only because there were discussion it doesen't mean that he will remove it. For example, I want it so stay. It's realistic and I want a pretty realistic game.
The Sims 4: Zombie outbreak
We don't want to try to make the game too realistic because games by definition are not. If we try to stack too many features and options into the game it will collapse into itself under the weight of it's own complexity.
POOING IS NOT FUN
Would be sick if you could have sex in this game. In a real apocalypse, people would do it since it'll probably be their last night together & also looters would commit rape since there's no law. Would add realism if it decreased mental stress & funny when your having it & suddenly a zombie appears
We don't want to try to make the game too realistic because games by definition are not. If we try to stack too many features and options into the game it will collapse into itself under the weight of it's own complexity.
POOING IS NOT FUN
Exactly, concentrating on some features like pooing is just a waste of time - combat and zombie systems are more immportant.
See, mental health and biological health is fine, sleeping and eating is fine - those are pretty much the every human's basics. Now about the highiene and toilet needs, those are never used in any game except for Sims (Fine, Duke Nukem series too, but forget about that!). I don't know how you, but I'd prefer not to have any shower after a zombie apocalypse - people back in medieval times didn't had any showers and they still were pretty much fine. Plus this would make human scent more noticeable, so less dirty would have more chances of attracting zombies. Poo needs... same thing - unnecceseary, I mean, imagine some survival game, like Minecraft, where you would have to make some toilets to survive. That's absurd!
So I suggest these stats to stay:
-Physical health: Pretty much natural, hard to imagine a survival game without these.
-Mental Health: Now that's just an immportant stat - without it most of ideas suggested would just work less efficient or wouldn't work at all.
-Immune system/infestation levels: Well, this may have some aspects of hygiene, but this is more of a stat that indicates if you have to hurry up with getting antidotes of some sort.
-Sleep and Food needs - pretty much, self explanatory.
Oh, and that guy who suggested sex - is it just me, or that's jordon again?