Subject:
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Re: Zombies!
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Newsgroups:
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lugnet.gaming.brikwars
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Date:
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Wed, 3 Dec 2003 20:07:32 GMT
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Viewed:
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5162 times
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In lugnet.gaming.brikwars, Lindsay Frederick Braun wrote:
> In lugnet.org.us.nelug, Wayne McCaul wrote:
>
> > (snipped brilliant game idea/mechanics)
>
> That's beautiful. Just beautiful. If you can wait
> until August, I'm game. What's that laughing I hear?
>
> My only suggestions would be:
>
> The "Zombie Zeros" are light-duty Hero types, so though
> a called headshot should affect them, it shouldn't auto-
> matically kill them. Just beef them up a bit, and force
> the headshot to do a certain amount of damage, and it
> should be OK.
>
> I'd also be concerned that the "town crier cascade" would
> be *much* too powerful of a growth effect for TT. I think
> it might be better to stipuate that only certain classes
> of people can serve as "cascade criers"--the priest, the
> police, the Mayor, the Orange Julius guy (well, maybe not
> that last one). First of all, it would force TT to deal
> with the "the townsfolk JUST WON'T LISTEN" problem that
> actually happens in the Classic Campy Zombie Flick (CCZF),
> and it would create a race to eat or convert those types of
> people, and second of all it would add a tactical element as TT
> works much harder to protect those individuals (again, as
> happens in the CCZFs--what good is it for the Mayor to see the
> danger if the zombies eat him or her). Of course, this depends
> on the size of the town; if it's sparsely populated and
> the total population is 20, then of course my idea is silly.
> If the population is 200 and packed in, well...
>
> Also, what about telephones, or an LOS necessary for that
> "awareness-making"?
>
> Just my two cents. But man, I really wish I could be
> in on this. JUST EIGHT MONTHS, FOLKS (unless the next
> Fulbright comes through).
>
> all best
>
> LFB
Hey Lindsay
Well, Zero's aren't affected by headshots. We could probably enhance it to say
that single gunshots have no effect on Zeros either. But multiple hits in a turn
should at least stagger them (-MR"). I also was thinking that, for regular
zombies, if they get hit enough to reduce thier MR to a minus (e.g., below
zero), then maybe they fall down and need a 1/2 turn to get up again. Would make
them easier to pounce upon with an axe or chainsaw.
Zeros should probably never fall down.
I like the idea of not everyone being an instant convert. See Adrian's post, I
think he's hit on the idea...
I'm imagining the whole town is out and about at this time. And the Criers only
need to be within voice distance for the message to be heard.
-Evil Wayne
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Message has 1 Reply: | | Re: Zombies!
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| "Wayne McCaul" <wmccaul@comcast.net> wrote in message news:HpC58K.1C60@lugnet.com... (...) say (...) a turn (...) Would make (...) Actually, if a unit has zero or negative movement, it actually loses a turn! After all, if you can't move, what can (...) (21 years ago, 4-Dec-03, to lugnet.gaming.brikwars)
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Message is in Reply To:
| | Re: Zombies!
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| (...) That's beautiful. Just beautiful. If you can wait until August, I'm game. What's that laughing I hear? My only suggestions would be: The "Zombie Zeros" are light-duty Hero types, so though a called headshot should affect them, it shouldn't (...) (21 years ago, 3-Dec-03, to lugnet.gaming.brikwars)
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