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Myrddraal
09-18-2007, 15:58
This game is a brainchild of Roadkill and Myrddraal. It is an evolution of the game Battle Royale, and is in a similar style in some respects, but very different in others.

I'm posting this here to get your opinions on the rules. Not just what the rules are, but the numbers behind them to make the game balanced. (How many players of each role, for example)

Also please help me work something out. This game was put on the mafia queue a while back by Roadkill, but now as we've been discussing it it's become less like mafia and more like BR. Does that mean this game can go without waiting for the queue?


Background:

July 24th 1998, Raccoon City.

https://img120.imageshack.us/img120/8605/deadwalksnewspaper6yz6bwa1.jpg

A number of grisly murders have taken place on the outskirts of town. Victims were attacked in their homes by a group of assailants, who left evidence of cannibalism. Local law enforcement sent in the S.T.A.R.S. Bravo Team to investigate. After several worrying updates detailing bands of bloodied civililans roaming the streets, the phone lines to the local police station were cut. Shortly afterwards, the radio connection with Bravo Team went dead.

After contact was lost, the Alpha Team was sent out to find Bravo Team and to continue the investigation. Alpha Team located the downed Bravo Team helicopter, but there was no sign of survivors.

Scattered documents and files in the abandoned police station suggest that a series of illegal experiments and criminal activities were being undertaken in the area by a clandestine research team, under the authority and supervision of pharmaceutical conglomerate Umbrella Incorporated. The zombie like creatures roaming the city and surrounding region are the results of these experiments, which have exposed the population and various animals and insects to a highly contagious and mutagenic biological agent known as the "T-Virus".

While searching the area for further clues, Alpha Team is attacked by ferocious dogs. Alpha's helicopter pilot suddenly lifts off and abandons the team and the group is split up, seperated from each other in the heat of the fight against the zombies.


Game setup:
Movement:
As with Battle Royale, there is a game map, divided into zones. Players can move around on this map using the same system of movement as in Battle Royale.
Each turn a player can move either: 2 horizontal or vertical moves OR one horizontal or vertical and one diagonal move (as in Battle Royale).

Map:
There is no map yet, but there will be :smile:

Scattered around the map in most zones are bands of T-Virus zombies. T-Virus zombies are the most basic kind of zombie, and are not player controlled.

Also scattered around the map are various weapons and armours, each of which has a numberical rating.

Combat:
Should a human player encounter a band of zombie, the player has a chance to kill a certain number of zombies, and there is a chance that the player will be bitten.

In normal circumstances:
The number of zombies killed is a randomly generated number close to the rating of the sum of all agressive weapons.
The percentage chance of the human player being bitten is then equal to the number of remaining zombies - the sum of the ratings of all armours.

If the player kills all the zombies in the band, he stays where he is. If the player does not kill all the zombies, but survives unbitten, he is moved to a neighbouring zone. If the player is bitten, they are converted to a "G-Virus" zombie (see roles).

This system may appear confusing, but it should become clear with the following examples:

E.g. 1:
Player Roadkill has a pistol (rating 15) and a stab proof vest (rating 10). He encounters a band of 10 zombies.
- The number of zombies he kills is a random number between 10 and 20 ( 15 +/- 5). In this example, let's say 15.
- Because there are only 10 zombies in the band, he kills them all.
- The percentage chance of being bitten is 0.

E.g. 2:
Player Myrddraal has a pistol (rating 15) and a stab proof vest (rating 10). He encounters a band of 50 zombies.
- The number of zombies he kills is a random number between 10 and 20 ( 15 +/- 10). In this example, let's say 20.
- There are 30 surviving zombies, so the percentage chance of being bitten is 20% (30 zombies - 10 armour points)
- If he is bitten, he is converted. If he is not bitten, he escapes to a random neighbouring zone.

Should two human players meet a single band of zombies, the zombie band will be divided equally into two groups, each of which will attack one player. This means that there is some safety in numbers as you only have to deal with 1/2 as many zombies as you would alone. The consequences of this are also best described by an example:

E.g. 3:
Player Roadkill has a machine gun (rating 40) and a stab proof vest (rating 10). Player Myrddraal has a knife (rating 5) and a dustbin lid as a shield (rating 5). Together they encounter a band of 80 zombies.

Phase 1:

40 zombies attack Roadkill
- The number of zombies he kills is a random number between 35 and 45 ( 40 +/- 5). In this example, let's say 42.
- Because there are only 40 zombies in the band attacking him, he kills them all and remains in this zone.

40 zombies attack Myrddraal
- The number of zombies he kills is a random number between 0 and 10 ( 5 +/- 5). In this example, let's say 5.
- There are 35 surviving zombies, so the percentage chance of being bitten is 30% (35 zombies - 5 armour)
- If he is bitten, he is converted. If he is not bitten, he escapes to a random neighbouring zone.

Phase 2:

Surviving zombies return to attack any humans not bitten or fled. In this case the 35 zombies that Myrddraal failed to kill return to attack Roadkill and the process is repeated until all zombies are dead, or all humans are bitten or fled.

The result is that after any combat, all humans who formed a group are seperated unless they all kill their share of the zombies. When seperated surviving human players cannot tell if their partners have been bitten or not.

Movement (continued):

When a player chooses to move, he must PM his movement orders to the host, along with his attitude. His attitude determines what bonuses and penalties he will have should he encounter zombies:

Normal
Combat works exactly as described above
You will explore all buildings to find equipment
Agressive

Increases the number of zombies killed in combat by 25% with a maximum of 20 extra zombies killed.
Decreases the chance of escaping unbitten by 25%
You will explore all buildings to find equipment
Defensive

Decreases the number of zombies killed in combat by 25%
Increases the chance of escaping unbitten by 25%
You will explore some buildings to find equipment
Evasive

Gives you a 50% chance of remaining undetected
You will explore a small number of buildings to find equipment
Voting (Important): Additionally to this system, at the end of each turn all players vote for a zone. This zone and the surrounding 3x3 box of zones is then subject to a tactical strike by the military who are attempting to exterminate the zombie population. All players and zombies within this area are killed. In the case of a tie or if all players vote for different locations, the tie will be broken at random


Roles:

"G-Virus" zombies (The mafia equivalent)

"G-Virus" zombies are more powerful and less mutated zombies. The aim of the "G-Virus" zombies is to infect all other players.

As they move around and encounter random "T-Virus" zombies, these zombies join their horde. The player can elect to take zombies with him, or leave groups of zombies in certain zones. By placing and moving zombies around the map they must try to catch the human players. A human player who is caught is converted (as detailed above) and themselves become a "G-Virus" zombie.

If a human is converted by a lone band of zombies, they take control of that band on conversion. If they are converted by a band accompanied by another zombie player, the zombies remain in control of that zombie player and the new G-Virus zombie must gather their own band.

G-Virus zombies do not know each other by default, and so must act independently of each other unless they encounter another G-Virus zombie by coincidence. If this occurs they will be informed of each other's presence and may then try to co-ordinate their actions.


Civilian survivor (The townie equivalent)

Civilian survivors are members of the population lucky (or unlucky) enough to remain uninfected. Civilians start the game with no weapons, and are therefore initially very vulnerable. They must find weapons and armour on the map.

Civilians can kill zombies as detailed in the above combat system, but cannot kill "G-Virus" zombies in combat. If a civilian wipes out a band of zombies containing a "G-Virus" zombie the "G-Virus" zombie retreats to a random neighbouring zone. They can only kill "G-Virus" zombies by persuading other members that they know one's location and voting for a military strike in that zone.

Civilian members do not know each other, the zombies, or the STARS team.


S.T.A.R.S. Alpha Team member (The vigilante equivalent)

STARS team members start the game seperated and do not know each other. If they encounter each other or civilians they will then know them and may communicate by PM. They start the game with some weaponry and armour. If a STARS team member encounters a band of zombies including a "G-Virus" zombie, and successfully wipe out that band, they also kill the "G-Virus" zombie. If they don't wipe out all the zombie band, then the may be bitten or escape as normal.

S.T.A.R.S. Alpha Team sniper

One member of the STARS team starts the game with a sniper rifle. This role is exactly the same as the other STARS team member role with the addition of one feature. Should they encounter a band of zombies containing a "G-Virus" zombie, they get a single shot at the "G-Virus" zombie before normal combat begins. This shot has a 50% chance of killing. They can only take one shot so if there's more than one "G-Virus" zombie that shot will be aimed at one at random. They can also kill "G-Virus" zombies by wiping out the entire band (like normal STARS team members).


Aditional rules and comments:

Communication is free in this game. You may PM or reveal information in the thread, and indeed you may need to to persuade players to vote for a specific zone, but bear in mind that you can't tell who's a zombie and who's not. You will have to reveal information to coordinate your votes, but as in mafia games, there will be issues of trust; who do you trust and who do you not. You can also reveal your location in the game to anyone, but again bear in mind that you may be revealing your location to a zombie, or a zombie may be trying to lead you into a trap.

Also bear in mind that although you may encounter another player in the game (and therefore know that they are human) when you are seperated they may be bitten and converted, so are not necessarily trustworthy. Also if you are a STARS team member, you may not wish to reveal this to other humans; if they are bitten they could use this knowledge against you. However if you manage to find and work with other STARS members, you will be at a great advantage.

NB
Depending on the run of play, we may introduce 'forbidden zones' as in Battle Royale. In these zones the virus has become airborn and entering them (if you are human) means immediate infection. We may use these to reduce the area of play when less players remain in the game.


Let us know what you think. Would you play?

FactionHeir
09-18-2007, 16:31
Sounds interesting.
A bit confused about G-Zombies though:
How is their combat determined? They still keep their weaponry and shoot? Or are they just the average zombie with command and talk ability? (i.e. they only have 1% chance of killing if not killed first)

You say that some roles may "know people when they encounter them". Does that mean they are told immediately what type of player they meet and if they are infected?

Say you attack/are attacked by a band of zombies and don't kill them all. You retreat but the field you retreat to is also zombie infested. Do you get to go through all combat again or do you count as bitten? Similarly, are there ammo limitations? I mean if you are attacked by several bands of zombies consecutively...

Can you outline a basic turn? Like does everyone move at the same time? Who has first strike in combat? Do zombies from different fields move at once (coordinated) at another field or in batches? (say the player is adjacent to 3 fields that each have zombies. During the zombie turn (is there something like that?) do the zombies attack 1 field at a time or all 3 fields move in at once?

What's range like? I.e. say you got a machine gun as opposed to a knife. Can the gunner shoot at the field adjacent or does he have to move onto the field like the knife carrier? What about the sniper?

I'm in btw.

shlin28
09-18-2007, 17:26
Interesting idea :beam: I am so gonna join this when this opens.

Myrddraal
09-18-2007, 19:04
All good points FactionHeir.

1. G-Zombies:
The idea was that they loose all their weapons and don't actually fight individually any more. G-Zombies have to win by collecting and directing bands of T-Zombies.

How can they be killed:

They get hit by a military strike (voted for)
The band of zombies they accompany is wiped out by a STARS team member
They get sniped by the STARS sniperIf the band of zombies they accopany is wiped out by a normal civilan, the G-Zombie escapes to a neighbouring zone.

So in summary, they don't fight, just direct other zombies, and can only be killed by STARS members of military stikes.

2. "knowing" other players

This is a tricky one. Should STARS team members be able to identify each other if they meet? If we say not, then it brings in an element of who to trust. Do you tell everyone you meet that you're a STARS member? Do you try to guess by looking (for example) at how well equipped the person you meet is?

Personally I'd say that nobody automatically knows anyone's role, that you have to work it out, but what do you think?

3. Retreating to zombie infested zones.

Another tricky one. Personally I'd rather say that you retreat to a random empty or almost empty zone. There should be empty zones around most of the time, and in the case of almost empty zones, the zombies there would just dissapear for the sake of gameplay. If all the surrounding zones have significant numbers of zombies (for example zombies that have been placed there by G-Zombies) then you would have a 50% chance of going undetected (evasive mode) but if that fails you would count as bitten automatically, with no combat.

Is that a good solution, or too complicated?

4. Movement

All movement (zombies & humans) is simultaneous, like in Battle Royale.
Combat is also instantaneous. So if two people are moving to a zombie infested zone, but one person only has to move 1 square whereas the other needs to move 2, the person moving 1 square will get there and fight before the other arrives.


4. Range & ammo

Range is abstracted and included in the weapon rating. Zones will be quite large (a whole street or block for example) and so there's no interaction or shooting between zones.

So, lets outline a turn for you:

https://img131.imageshack.us/img131/7272/zombieexea7.jpg
Key:
Grey lines = streets
Black lines = grid
Big black numbers = locations (for my narrative)
Small green numbers = number of random T-Zombies in each zone
Red lines = Zombie player move
Blue lines = Human player move


G-Zombie Myrddraal has a band of 86 zombies, at point 1 on the map.
Civilian survivor FactionHeir has a knife (attack 5), a pistol (attack 15) a stab proof vest (defence 20) and a dustbin lid (defence 5), at point 3 on the map.
STARS member RoadKill has a Machine gun (attack 30), a pistol (attack 15) and a bullet proof vest (defence 10) at point 4 on the map.

They send in orders as shown on the map above.

Simulatenously:

Roadkill moves one square left aggressively, attacks and kills 2 T-Zombies
FactionHeir moves one square down defensively, Myrddraal moves one square up and gains 3 zombies, to make 90.
Combat:
FactionHeir kills a random number close to 15 (5 + 15 - [25% of 20 = 5]). Lets say 15.
He then has a 25% chance of being bitten (75 - 20 - 5 - 25%). He escapes and retreats to the Hospital (where the 2 zombies are ignored).
Myrddraal is informed of which way he ran.

Then, simultaneously:
Roadkill moves one square down aggressively and fights Myrddraal's remaining 75 zombies.
Combat:
Roadkill kills a random number close to 56 (30 + 15 + [25% of 45 = 11]). Lets say 55.
He then has a 35% chance of being bitten (20 - 10 + 25%). He's unlucky, he gets bitten. He looses all his equipment and becomes a G-Zombie. Myrddraal and he know each other, and can work together. Myrddraal has 20 zombies, Roadkill has none.

Does that make sense? Of course all the calculations would be done by the host. The player would just be told: You moved and encountered a band of 75 zombies. You killed 55 zombies. The remaining 20 zombies overwhelmed you and bit you. You are now a G-Zombie. G-Zombie Myrddraal is in your square with 20 zombies.

Or perhaps he would be given a description of events, detailing his slaughter of zombies, his retreat through back alleys, and his last desperate fight before being surrounded and gored by the undead. Then tell him of waking up to a new world, with hatred of humanity engraved on his now lifeless heart. :wink:

Kommodus
09-18-2007, 19:45
Oh yeah, I'd be in.

One small suggestion: how about if when a player is forced to retreat, they retreat to the neigboring square with the fewest zombies (as stated), but if the square is not empty, they are forced to repeat the combat sequence? Basically, players would be forced to "fight their way" to an empty square. This way, there would never be anomalies like players ending their turn on an infested square or small numbers of zombies simply vanishing.

If desired, combat abilities could be reduced for retreating players (i.e. if retreating their attack/defense ratings are halved). Of course, their abilities would be reset at the start of the next turn.

Myrddraal
09-18-2007, 20:36
Alternatively, a retreating player would be able to fight zombies in the square they retreat to as normal, but wouldn't be allowed to retreat again. So if they fail to kill all the zombies in the square they retreat to, they get bitten.

Also, if we do it that way, we should make it so that the zone you retreat to is fully random, so if you're unlucky enough to bump into another large group of zombies, it's time to make a last stand.

RoadKill
09-18-2007, 22:26
Noooo, Mydrall, I'm not done with Battle Royale Yet!!!

I would like to input my point of view on the retreating part. First of all the G-Virus must do this strategically, for example if they know one player is at G4, then he should try to infect all the other zones around him, so he would run into another infected zone. A note to the players. Try to remember the zones that you encountered are infected, because you don't want to run back into it. But if you are forced to retreat, and your just lucky to retreat into a infected zone, your chances of dieing, is very very high. Thats what defensive positions are for, so you can force yourself to stay in one zone, instead of being pushed back from street to street.

Myrddraal
09-18-2007, 22:32
To be absolutely clear: This is not a sign up thread yet, it's to find out who would be interested, and to brainstorm and improve the rules

Zain
09-19-2007, 02:20
Hey Myrddraal, we don't talk much, but it seems like we should now.

Let's look at all of this at a realistic stand-point and see what we can come up with here.

Let's just imagine you're one of the members of the Alpha Squad and you get split up from your group, you're pretty much screwed. With that said, it seems realistic and practical to me that whenever you enter a square with another Alpha Squad member in it, you would be able to recognize your fellow team-mate. And because most of the time Zombies are relatively decaying, you would also be able to tell if your past team-mate was infected with the virus, as well as civilians. Which would look horrible due to the crap they're going through, but still human.

So with that little detail said, I believe that we should know if we meet up with our old buddy from the Squad or the same dude but looks really nasty and smells rancid (G-Zombie)

Although that takes away a little of the trust issues in the game that make it fun, it would reduce the amount of hesitancy in people's hearts to even move in-game. I personally would like the game more if we recognized people.

I like the way the fighting is coordinated, although a "hand-to-hand" skill would come in handy in case you ran out of ammunition or haven't found a weapon yet.

With losing and escaping a battle against a Zombie horde and entering another square with even more zombies, I believe that a last stand should be there and either you fight your way through completely or you die/mutate. Simply because if you were lucky enough to escape more the once you move more in one turn then every one else gets to.

And now with my questions about how all this is going to work...

(1.) Is there going to be a set amount of T-Zombies (Besides mutated players) all over the map (like a grand total)? Because if there isn't we're never going to win... lol

(2.) How are you going to keep up with all of this? Do you realize how much work that will be? Or do you have a team already set up?

(3.) Have you thought about some previous survivors from Bravo being players too? Ones that are informed on special information or something. Just a small suggestion there...

(4.) The military air-strike thing is just another complication. If the game can survive without it, that would be good. But with it you get trust issues and other good "plot twists" that good games need.

(5.) Does this remind anyone of Gears of War a little? I love that game.

(6.) I would like to play this game once it's up and running, how long do you suppose it will be before you're able to get it going?

If anything else needs to be discussed that I missed I would love to discuss them. Mainly because I'm a good typer and this idea has always intrigued me.

And with that, I conclude my overly done post... :2thumbsup:

Myrddraal
09-19-2007, 02:31
A few answers for Zain

(1) Yes, but, the aim of the town (survivors/STARS) is to kill all the G-Zombies. Once that happens, it's game over with a victory to the town.

(2) If you think this is a lot of work, look at Battle Royale!!! Roadkill and I will have no trouble.

(4) The point of the air strikes is two-fold: 1. the townies are going to have a hard time killing all the G-Zombies if they don't have this tool to exploit. 2. It encourages thread discussion and debate, which is a great part of mafia type games.

Some rule clarification
- I think we'll go with allowing combat in a zone you retreat to, but not allowing a second retreat (last stand)
- If you are bitten by a band of zombies containing a G-Virus zombie, you are yourself converted (immediately) into a G-Virus zombie. If you're bitten by a band of zombies without a G-Virus zombie, you have 3 or 4 turns before the virus takes you over, at which point you become a mindless T-Zombie and the game is over for you. If you get bitten again during those 3 to 4 turns, you die immediately.

RoadKill
09-19-2007, 02:33
Zain, the team for this game is me and Mydraal.
I can only answer a couple of your questions

1) The setting of this game is Toronto, Ontario, Canada. This game is taking place in the later part of the infection, the aftermath. I myself live in Toronto and we have a total population of 32 million. :beam: I think thats enough zombies to keep you busy.:laugh4: Once you kill all the G-Viruses you win, or if you sucessfully escape from the city you also win. I think most of you would go with escaping rather then fighting a horde of zombies.

2) Me and Mydraal can handle it, we have expereince from Battle Royale.

3) Thats for you to figure out.

4) We need the plot twist. This will also promote activity. Every single player will be trying to convince each other where to put the strike, fearing for their lives. And this is an easy way to get rid of the G-Viruses. For example if one player has witnessed the horde of the G-Virus, then if they sucessfully convince everyone to launch the air strike there, TA DAH!! there goes one of your worst enemies. But the G-virus could always trick you guys into doing the wrong thing. This will need a lot of discussion.

5) No, your enemies don't have machine guns and and rocketlaunchers, and no you will not have a gun with a chainsaw attached. :whip:

6) Once I have finished with Battle Royale we can start, for now this thread is for disscusion and it is also to see who is intrested, you are also allowed to share your ideas on this thread.

Mydraal you just had to answer it before me.

Zain
09-19-2007, 02:51
I'm happy I got such fast responses. So, people are going to start out as G-Virus's I see. That's good.

What do you guys think of people recognizing each other in squares? I think it's a keeper, but I'm not running it.

How about a "hand-to-hand" skill level?

I'm glad you guys can handle it, good luck to you both, and I'm sad I missed the Battle Royale, I've seen it, but never opened it up since you're so far into it.

Okay, the airstrike is a keeper, that's cool.

No chainsaw? :sad: :laugh4:

This is a good idea, and I'm excited to see how it ends up.

RoadKill
09-19-2007, 02:55
Remember Zain don't judge a book by its cover. Just because you meet a survivor covered in blood and wounds doesn't mean those wounds came from zombies. He could have fell of a building. Accidents do happen you know. Its also up to you to convince your ally that these are not zombie wounds.

Zain
09-19-2007, 02:58
Okay, we're boasting good detail this game, that's always good.

How about the other stuff?

I hope I'm helping the production of this game just slightly, instead of wasting my time behind the keyboard.

RoadKill
09-19-2007, 03:13
If you need clarification on how this game works or just questions feel free to ask. I'm on this forum most of the the time.

Zain
09-19-2007, 03:19
Oh, no more real questions, just a suggestion about "stats" now. Kind of like the Battle Royale, with Strength, Speed, etc...

And a "Hand-To-Hand" skill for those of us who probably won't find a weapon... lol

It's becoming more and more like an RPG in my head.

Thanks for the responses man, nice to know I'm not the only one who sticks around after posting.

RoadKill
09-19-2007, 03:25
Well, me and Mydraal have discussed about the ratings, w have expereince in Battle Royale, its harder then you think to imply everything according to the stats. And Zain think about it, your surronded by like 30 zombies crawling towards you ready to tear you to bits, I dont think your hands and feet are going to do any good. We have made it so its as realistic as possible, we might consider putting in the water and food and sleeping things just like Battle Royale, but we're afraid it might get too complicated. Survivors are suppose to be the weakest and hardest role to play.

Zain
09-19-2007, 03:29
Alrighty, I get it. Thanks for the replies. I'll check in later tomorrow.

I hope I wasn't seen as an idiot just asking questions, but something... else. You know?

Myrddraal
09-19-2007, 03:51
Just to clarify. When you spoke about recognising each other I didn't realise you meant recognising zombies.

If you meet a G-Zombie, you'll recognise them as a zombie (and you'll notice they'll probably be accompanied by a hoard of moaning corpses trying to eat you). However if you meet another human player, you won't automatically know if they're a STARS team member. STARS team members may not wish to reveal their status to other humans, especially if that human is weak, because there's a danger that the human might be bitten and then know the identity of a STARS member. It's up to you...

About stats: by abstracting the game a bit more, we can get rid of the subjectiveness of BR and have hard and fast ways of calculating the outcomes of combats. Good players will also analyse the rules and work out the best way to play. Simple rules - Complex game. (Like Chess :wink:)


EDIT: I just worked out your sig pic. Very cool. It's harder for me, I guess an equivalent could be:
https://img215.imageshack.us/img215/8199/myrdge3.jpg

Zain
09-19-2007, 04:00
Haha, you like that huh? I have Adobe Photoshop CS2, and it makes things easier then they look.

I look forward to this game opening up. When do you suppose the Battle Royale will be over... and do you think another one will open up eventually? Since in the story I believe it said that every year the Japs do that or something.

Either way, this is a very well formulated plan worth putting up on the big screen, so to speak.

Zain
09-19-2007, 04:01
EDIT: I just worked out your sig pic. Very cool. It's harder for me, I guess an equivalent could be:
https://img215.imageshack.us/img215/8199/myrdge3.jpg


I can design one for you and post it somewhere if you'd like. It's enjoyable and I like having reasons to work with Photoshop.

Myrddraal
09-19-2007, 04:42
Thread hijack, click to read
I know it's sad, and I know I should be in bed at this time of the morning, but I couldn't resist making 'Zainoglyphs' for everyone who's posted in this thread.

https://img69.imageshack.us/img69/5784/myrdgw3.jpg

The two at the end are both 'FactionHeir'. Definately the hardest. Kommodus' looks cool :smile: but Zain's is simply beautifully simple.

FactionHeir
09-19-2007, 04:57
Thanks for the answers Myrddraal

So survivors recognize G-Zombies upon meeting them as well, huh? Even if they do not have any followers?

I was kind of thinking that a sneaky G-Zombie could walk up to a survivor, convince him and then bite him while he's turned away or so. Maybe too complicated.

Oh, and if STARS encounters a G-Zombie with his group and shoots some but not all, what's the chance of the G-Zombie being among the ones killed?

[edit]
I'm having a hard time reading those glyphs. They do look great though.

Myrddraal
09-19-2007, 05:00
Oh, and if STARS encounters a G-Zombie with his group and shoots some but not all, what's the chance of the G-Zombie being among the ones killed?

None. The G-Zombie is the last to die. (and if there are no STARS team members attacking, he escapes to a neighbouring zone)


EDIT: unless of course the sniper is attacking. He gets a 50% chance to kill before combat, so he could kill the G-Zombie without killing all the others first.

Twilightblade
09-19-2007, 05:22
Thread hijack, click to read
I know it's sad, and I know I should be in bed at this time of the morning, but I couldn't resist making 'Zainoglyphs' for everyone who's posted in this thread.

https://img69.imageshack.us/img69/5784/myrdgw3.jpg

The two at the end are both 'FactionHeir'. Definately the hardest. Kommodus' looks cool :smile: but Zain's is simply beautifully simple.

I wont get one:beam:

But shouldn't the sniper get a slightly higher chance than 50% seeing as he's a professional? something like 60-75%?

CountArach
09-19-2007, 08:19
I would so be in.

Myrddraal
09-19-2007, 10:08
@Twilight, it's also an issue of balance... It's very hard to judge since we've got no past games to go on, but I think we'll leave the stats as they are, and tweak balance by increasing/decreasing the number of zombies spawned.

Zain
09-19-2007, 12:16
Wow, Myddraal, you've really gone all out on these... Zainoglyphs. One unseen rule is that if there's two of the same letter, like Myddraal, there's two d's and two a's, you only have to put those letters once. Also it's always a good focus to keep the first letter of the name as the biggest, and work the rest of the letters around the first.

Maybe that can help you, and if you'd like I can do your name later on.

What's your favorite color?

Would you perfer sleek or textured (Like Mine)?

That's all I need to know.

:2thumbsup:

sapi
09-19-2007, 14:46
Nice ideas, as always, guys :yes:

The only thing I'd comment on right at the moment is that I think it would be a very good idea for STARS team members to recognise each other on sight; this simply open up a whole new area of tactics and strategy for those players, and gives the town a good boost.

It should be their choice whether to reveal to townies or not, though :yes:

RoadKill
09-19-2007, 21:10
Sapi, STARS member do recongize each other. But it is the choice of the STARS member if he or she wants to reveal himself to the other STARS member.

PS: The third movie, Resident Evil : Extinction, is coming out this friday, you guys should check it out, its gonna be an awsome movie.

Myrddraal
09-19-2007, 23:48
Sapi, STARS member do recongize each other. But it is the choice of the STARS member if he or she wants to reveal himself to the other STARS member.

Aren't you contradicting yourself here RK? Either they automatically recognise each other as STARS members, or they have to choose to reveal the fact.

Zain
09-20-2007, 00:23
Aren't you contradicting yourself here RK? Either they automatically recognise each other as STARS members, or they have to choose to reveal the fact.

I noticed that too but chose not to mention it.

RoadKill
09-20-2007, 00:28
Okay, sorry, I'm going with you can reconginze each other. Like seriously, you were in a SWAT team, I think you would be able to reconginze your teamates, and they would obviously wearing the STARS uniform.

Zain
09-20-2007, 00:33
Amen, that's what I was thinking, the emblem and everything would give it away. Unless you're both "evading" in which you could possibly not see each other.