Re: Resident Evil game; preview and discussion page.
Originally Posted by Askthepizzaguy
You won't be joining us, I presume? RL keeping you busy?
If you do come back, I'm sure I'll need replacement characters. Given the amount of people in the game, I'm sure you'll see Capo III-level inactivity. I imagine I'll lose a good 5-10 players that way alone.
I'm out of this school in 3 days. Hopefully
After that I should be fairly active unless something unexpected happens.
Originally Posted by Beskar
Beefy, you are a silly moo moo at times, aren't you?
Re: Resident Evil game; preview and discussion page.
As of right now I am just waiting on Crazed Rabbit's map, and he just gave me an update yesterday and a preview of the map, and it's looking good.
When I get the map, I have to scatter the items on it and the starting locations of the players. I need to make sure it's balanced. I don't want to have any one faction given too much of an advantage over the others.
Give me a week after the map is done, and then I'll open sign-ups. Perhaps 2 weeks from now?
I spent all day today balancing the game some more, and refining the game mechanics so the game is actually playable... fair enough such that everyone should have a chance to survive a few rounds based on smart moves, but also possible for people to be aggressive, or defensive, or commit several kills. And so forth.
I have an idea of how many grid squares I will need for a balanced game.
Grid size:
The grid will be a whopping 30*30 squares, if I get anywhere from 60-80 players. Otherwise I will reduce it perhaps to 25*25.
Map too big?
As players die off, there will be a system of shrinking the map to make it more possible to bump into other players. The fringes of the map will become "on fire", and this fire will spread toward the center of the map. Much like Zain's battle royale game. However this fire will not appear until many players are dead.
Movement and combat system:
You begin the round with an "awareness radius" around you. You can see any non-stealth mode players inside this awareness radius, but won't be able to identify anyone for certain unless you are standing in the same grid coordinate as you. You have a chance of identifying someone in the adjacent grid squares with a higher awareness rating.
Before you move, you have the option of doing the following, instead of moving.
Spoiler Alert, click show to read:
ENGAGE TARGET: uses movement points to prevent someone in your zone of control (your square and the 8 surrounding you) from performing their movement out of your range without at least one round of combat. Only works on one target in your zone of control. This is a manual command. It will not function without your explicit orders, and it also doesn't work against those who were engaged in combat with you in the previous round and chose to flee. This happens instead of movement orders.
SNIPER RIFLE: You may fire your long-range weapon once at anyone in your awareness radius. This counts as your move for the round.
SEARCH THOROUGHLY: Executes the search command. This is a manual command. It will not function without your explicit orders. This kind of search attempts to locate anything inside your zone of control (9 squares) and is more effective than the usual search command. This counts as your move for the round.
STEALTH MODE: Hides in this location. This is a manual command. It will not function without your explicit orders. This is your move for the round.
If you instead decide to move to a new location, you can set your character to automatically do the following when you get there:
Spoiler Alert, click show to read:
1. Berserker - Kill anything you see
(Automatically gets a first strike against all targets in your grid location)
2. Assassinate - Try to kill anyone you see while in stealth mode.
(This gives a first strike to any opponent who wins the awareness check against your stealth rating, but if they fail, you have an automatic first strike against them in your grid location)
3. Vigilante - Kill anything that doesn't look human
(Targets zombies and other non-human creatures in a first strike, but doesn't fire first on humans or things that look human in your grid location)
4. Stealth Vigilante - Kill anything that doesn't look human while in stealth mode.
(This gives a first strike to any opponent who wins the awareness check -in your grid location- against your stealth rating, but if they fail, you have a automatic first strike against non-human creatures. You do not attack any humans.)
5. Defensive - Kill anything that attacks you
(Doesn't gain a first strike against anyone, but automatically returns fire against anyone who attacks you in your grid location, adds to your defense rolls.)
6. Stealth- Hide from everyone; pure stealth mode.
(This gives a first strike to any opponent in your grid location who wins the awareness check against your stealth rating, but if they fail, you remain hidden and do not attack them.)
7. Search quickly- Search this grid location for anything you can find.
(This is useful if you don't intend to stay in this location for longer than one round, but it only searches one square instead of nine. Basically a "search on the move" order)
8. Cooperate- Seek alliance with anyone who also seeks alliance.
(Automatically gives first strike to your opponent, who can use this to attack you in your grid location. If they also seek alliance, you will never automatically attack them, you must order the attack manually. Anyone who sees you in their awareness radius will know you seek an alliance)
BATTLE MODE: If you engage in combat, do you stand your ground until death, or do you run away and fight another day? If you both stand your ground, you attack one another over several "rounds" of battle (all within this turn) until one of you dies. Standing your ground may be a good idea if you are in a group, as your group won't scatter during the fight.
Spoiler Alert, click show to read:
HOLD YOUR GROUND- No retreat. Either they retreat or you fight to the death. If they retreat, you know which direction they moved.
RUN AWAY- Retreat after the first combat round. You do not know which direction your attacker moves.
Ok, sound complicated? Here, let me try to simplify it for you.
This is your Zone of Control.
Spoiler Alert, click show to read:
You are marked in the center, the white X. The black area in your square and the 8 surrounding you is your "Zone of control". At the start of the round, there may be no one standing inside your zone of control. If there is someone, you can attack them before they leave your zone of control. Likely, you will only be able to engage in one combat round's worth of battle before they leave, unless they decided to engage you as well in combat. But this won't happen unless you tell me so.
This could be your awareness radius (larger or smaller)
Spoiler Alert, click show to read:
Some of you may have a high awareness, and perhaps a long range weapon like a sniper rifle. You can use this turn to "snipe" at anyone you see inside your awareness radius. But you can't move. You also lose the first strike attempt against anyone attacking you, because you're focused on sniping, not your surroundings.
You may instead decide to search the entire area that is your "zone of control". That takes time. You are considered "busy" and won't get the first strike if someone attacks you.
You can also attempt to simply hide. This might be useful after you just killed someone and have no wish to move anywhere just yet... or you think this is a good location to stand your ground.
If you elect not to do any of these things, you'll move:
Anywhere inside your movement radius. Here is a sample movement radius:
Spoiler Alert, click show to read:
You'll then execute your post-movement behavior order, and your battle order, which could be any combination of several orders, example:
Defensive mode, but Run Away if there's combat.
Assassination mode, and Hold your ground if there's combat.
Stealth, Run Away.
Search, Run Away.
Vigilante, Hold your ground.
And so on, and so on.
If you elect to run away, then you have no choice but to flee in a more or less random direction in the next round, and give your post-movement behavior order again, and your battle order again.
Still looks confusing?
Okay. It's actually quite simple... Here's some sample commands.
Spoiler Alert, click show to read:
"Askthepizzaguy, I wish to search my zone of control this round instead of moving". Set mode to Run Away if there's combat.
Done.
"Askthepizzaguy, I wish to use my sniper rifle against the target distance 3 north and 1 west of me, instead of moving. Set mode to Run away if there's combat."
Done.
"Askthepizzaguy, I wish to engage in combat with the person adjacent to me in my zone of control, directly southwest of me, instead of moving. Set mode to Stand my ground."
Done.
"Askthepizzaguy, I wish to move diagonally up and to the left 2 squares. When I get there, engage Defensive mode and Run Away if there's combat."
Done.
"Askthepizzaguy, I wish to move 4 squares to the north, and when I get there, offer Cooperation to anyone who seeks it, and Run Away if there's combat."
Done.
"Askthepizzaguy, I wish to stay put and offer Cooperation to anyone who seeks it, and Stand my ground if here's combat."
Done.
"Askthepizzaguy, I wish to move 3 squares diagonally southwest, and go into Berserk mode when I get there. Stand my ground if there's combat... kill them all!
Done. See? Not that hard... but you have a lot of options, so you have a lot of control over how you wish to move and play your character, and what tactics and strategies you use.
Specific commands:
"Askthepizzaguy, when I move to the new location (police station) attempt to enter the building.
Or-
attempt to ascend the building and get on the roof.
Or-
Or attempt to hide behind the bushes... or whatever."
You've got a lot of options. You can tell me you want to get up on the roof and try to be a sniper, taking out anyone you see in your awareness radius. Your height advantage might give you an extra stealth point.
Or perhaps you hide behind the building, where you find a bunch of metal trash cans. You could use the lid as a shield and see what happens. Maybe you gain an item which gives you some sort of defense. Maybe you open the lid and a zombie pops out. You never know.
You can also give me detailed instructions on combat:
Detailed combat:
"Askthepizzaguy, I want to use my shotgun first, and then switch to my machine gun for the remainder of combat. I aim for the head." And I'll try to be realistic here. If for example you asked to aim for the head, what if they had head protection? It has a greater chance of failing. If they don't, it has a greater chance of working. And so on. You could also suggest to me that you want to run away (countermanding your stay and fight order) if you run into a zombie horde. I'm not a robot, you can give me detailed instructions, it does compute.
If you have a special item like a grenade, obviously you have to tell me to use it, even if you have no other items. I don't want to waste your items.
"Askthepizzaguy, I want to backstab the group that I am "allied" with inside my zone of control. I use my grenade and blow up as many of them as I can, then I switch to my Shotgun. I set mode to Run Away.... hehehehe.... kill them and then run away before the rest of them can do much damage!"
As you can see, you have the option to be very devious in this game, and cause serious damage....
Comments? I know, I know.... this is a complicated game.
Last edited by Askthepizzaguy; 11-11-2009 at 02:53.
Re: Resident Evil game; preview and discussion page.
Guild keeps having an odd database error. I can't edit my previous post to include this one, sorry for the double post.
Additional concerns: Game balance and fairness
My starting character will never win this game! My stats aren't geared toward combat and I don't have an awesome weapon or a lot of vitality points.
Okay, well keep your chin up, because there is a mostly level playing field. If your stats aren't geared toward combat or strength or vitality... then you might be particularly speedy, or particularly aware of your surroundings, or you might be really lucky! Speed helps, because better speed allows you additional melee attacks in a round. Even the weakest of the weak could grab a metal pipe and smash some bozo's head in after a couple of hard swings, due to their speed and luck, perhaps. Luck helps you avoid damage and find better weapons, healing items, even items which can boost your stats! Having a high awareness increases your line of sight and helps you spot danger. Being able to sneak around might help your so-called "weak" character. No matter what your stats are, there's something you can end up doing with them. The only problem is when you have almost no vitality. But there's a mechanism built into the game which makes your final vitality point the hardest one to lose, and if you're missing other stats, you're bound to have luck which could make that final vitality point last until you get some healing items, protective gear, better weapons, and better stats. Luck and awareness help you boost your other stats in the long run.
The characters which will "grow" the least are the ones which start off mega-strong. They have high combat and strength and stealth and whatnot, but they might have miserable luck... some might be physically super-powerful but are unable to wield weapons at all... which means they can never be as powerful as you can. Assuming you can pick up a weapon and are lucky enough to have a good one, or lucky enough to hit your "superior" opponent, they might lose a lot of health. A couple of solidly placed hits, and they are on the verge of death. Then there's sniper weapons. Pick off the really mean ones at a distance. Or groups... come now, you might not be impressive by yourself, but work together... some players have a defensive ability, some have a healing ability... pool your talents, I'm sure you'll come up with something. Besides, several pairs of eyes means more items found... which means better weapons and stats, and more recovery items. I'd say a good 90% of you won't run into such bad luck that you get gang-attacked by zombies right away with no weapons to defend yourself. And even then, you can run away. If you run away over and over and keep getting hit, well... you might die. It's possible that things don't work out for you like that.
No one will be forced to have a truly atrocious character, or combat rating, or have no vitality to spare. All townies have the option to allocate points toward those things, if you're truly concerned with dying right off the bat. Because characters can work together, pick others off at a distance, hide, heal, defend, and even grow their stats and find better weapons, any player can win the game.
And if things go really, truly unfairly bad for you, and you lose out right off the bat, maybe I'll put you down as a reserve player and have you replace someone else's character if they go inactive. Everyone will have a chance to have some fun and engage in an epic, all-out war if they want to.
And besides, if you die, you can become a zombie and go try and eat the person who killed you.
Re: Resident Evil game; preview and discussion page.
Originally Posted by Cultured Drizzt fan
As long as you don't mind my compulsive and 8 paragraph orders I think I will do fine
this sounds epic to the utmost degree.
I won't mind your orders at all.
Please be kind and highlight any parts which are very important for me to know. But I will make every effort to read and take into consideration your strategies.
Originally Posted by Death is yonder
Hard work put into the game by the host begets hard work put into writing orders by the players.
I think that your game is offering a playable game for everyone, irregardless of the stage of the game, should be very fun
You can dictate your own path, choose your own alliances, temporary or no, the options are virtually limitless, limited by but your imagination
I will be keeping a log of everyone's orders throughout the game, and at the end, each player will be given their own individual summary so people can see the various paths taken in the game.
Also, your excellent detailed orders will be there for anyone to read if they wish.
Re: Resident Evil game; preview and discussion page.
Originally Posted by Askthepizzaguy
You can kill individual zombies or even groups of them, but more will spawn and keep coming. It's impossible to defeat them all. however, killing them causes them to miss a turn, and then spawn elsewhere on the map, giving you a temporary reprieve.
On further reflection and testing, the game will work better if the zombies aren't totally immortal.
As there are fewer living players, the map will continue to shrink due to the fires. But since the zombies are still there, that means same amount of people, in a smaller space. It could get pretty crowded, and since the zombies are immortal, that means the game could become impossible.
As such, the zombies will have a maximum of three spawns. After each player is killed 3 times, he or she is gone forever. So it is technically possible, albeit unlikely, to defeat the zombies permanently.
ANNOUNCEMENT: The amount of people indicating interest in this game is almost a third of the amount of players I need, and I have not opened sign ups yet... I imagine I will get a full roster of players after all.
ANNOUNCEMENT: Sporting a fancy new banner.... Banner at the top of the page (original post) now links to the theme song for the game.
Last edited by Askthepizzaguy; 11-15-2009 at 20:49.
Re: Resident Evil game; preview and discussion page.
RULES: Updated as of November 15th
OVERVIEW
Spoiler Alert, click show to read:
The setting is a town called Dark Falls, a fictional town in the United States. A terrible accident at a local bio-research facility has resulted in an outbreak of an experimental bio-agent, a new strain of the so-called Omega virus. These events take place years after the original viral outbreak at Raccoon City, and the United States government has moved quickly to quarantine the area. Because there are thousands of lives at stake, and the political fallout from Raccoon City being nuked was rather severe, there is a rescue plan in operation. There will be only a few ways in or out of the quarantine zone, where victims of the outbreak and potential carriers will be placed inside vehicles which will transport people to a sealed underground facility for a thorough screening and observation process. If they exhibit no signs of the virus, or they are able to fight it off, they will be released after an extended stay.
However, exiting the town will be rather difficult. During the initial rioting, the local government sealed off the routes out of the town, as the federal government had not arrived yet. After the local law enforcement and many officials got infected by the Omega-II strain, steps were taken by these newly insane individuals to make it almost impossible to escape. Bridges were blown up, tunnels collapsed, and security walls, barbed wire, explosives, and infected dogs were deployed around the town, to allow further transformation to take place. But there is still Route 3, the main highway that runs north toward Canada. The United States government has deployed the rescue teams just outside the quarantine zone, on this highway. Leaflets were dropped urging people to exit in small groups and head to the rendezvous point in an orderly fashion. Presently there's no way to safely get to this highway, but it should be possible to break through the barricades and the zombies.
While some are trying to escape from Dark Falls, there are others interested in getting in. Some for nefarious purposes, some not. And some are trying to actively prevent people from leaving... the battle for the souls trapped inside Dark Falls begins.
THE FACTIONS
Spoiler Alert, click show to read:
Townspeople:
People who begin with basic skills, often starting in small groups. They rely on each other to stay alive. When they die, they turn into zombies, as they have all been exposed to the Omega virus. A minimum number of townspeople must escape from Dark Falls alive. The more who manage to do this, the better the town's overall score. In order to escape from Dark Falls, certain obstacles must be overcome, and certain items must be found.
Mercenaries:
These are trained, intermediate skilled fighters hired by the Umbrella Corporation, or their rival, Syntech. Some are actually rescue teams... others not so much. Their objective depends on who hired them. Each has an individual goal which may help, harm, or do nothing to the town.
Zombies:
These are fallen townies whose only objective is to convert more people into zombies. These are infected by the Omega Virus. Objective for the Zombies: Eat, eat, eat... kill the townspeople and turn them into the walking dead... spreading the seed of destruction further.
Plague Demons:
You don't know much about them, but you know these are terrifyingly frightening creatures. Don't even begin to think of them as human. Objective for the Plague Demons: It's a secret...
Secret Factions:
You will have to wait and be surprised.
HOW TO PLAY
Spoiler Alert, click show to read:
How do I play this game?
You will be getting a ROLE which contains all relevant information about your character, with information about your personal mission. You'll have goals you wish to reach. You will also likely wish to take the points you are given and allocate them to your character in several categories, giving your character strengths in some categories, and possibly weaknesses in others. Or you can accept a perfectly balanced, bland character.
Right off the bat, you will be told where you are on the map, and you'll have to make a decision as to how to proceed. You won't know too much at the beginning, so it is OK to make just about any choice. Do you stay where you are, or do you explore? Most likely, you'll explore.
1. Decide where you want to go on the map. You are aware of your starting location and your immediate surroundings, and you also have a reliable map of Dark Falls, since you live there, you're aware of the general layout. Make sure you don't die there.
2. You will be allowed to move a certain distance (radius) from your location, based on your speed and how much you're carrying. You will know how far on the grid you can move in any given phase. If this changes, I'll tell you. Your character card will also serve as a reference so you know how far you can move.
3. Decide what actions you wish to take when you get there. You can be purely aggressive, and wipe out anything you see... which can have good or bad consequences. You can be cautious and react depending on the situation, which can have good or bad consequences. You can be diplomatic and try to ally with other townsfolk and try to work together, which leaves you more vulnerable. You can also choose to exhaustively search the area once you get there, which also leaves you vulnerable to surprise attacks. You can also choose to move there slowly, so you arrive after other people might, and try to sneak attack them. If they are prepared, however, they will get the drop on YOU.
Movement and combat system:
You begin the round with an "awareness radius" around you. You can see any non-stealth mode players inside this awareness radius, but won't be able to identify anyone for certain unless you are standing in the same grid coordinate as you. You have a chance of identifying someone in the adjacent grid squares with a higher awareness rating.
Before you move, you have the option of doing the following, instead of moving.
Spoiler Alert, click show to read:
ENGAGE TARGET: uses movement points to prevent someone in your zone of control (your square and the 8 surrounding you) from performing their movement out of your range without at least one round of combat. Only works on one target in your zone of control. This is a manual command. It will not function without your explicit orders, and it also doesn't work against those who were engaged in combat with you in the previous round and chose to flee. This happens instead of movement orders.
SNIPER RIFLE: You may fire your long-range weapon once at anyone in your awareness radius. This counts as your move for the round.
SEARCH THOROUGHLY: Executes the search command. This is a manual command. It will not function without your explicit orders. This kind of search attempts to locate anything inside your zone of control (9 squares) and is more effective than the usual search command. This counts as your move for the round.
STEALTH MODE: Hides in this location. This is a manual command. It will not function without your explicit orders. This is your move for the round.
If you instead decide to move to a new location, you can set your character to automatically do the following when you get there:
Spoiler Alert, click show to read:
1. Berserker - Kill anything you see who isn't a known ally of yours.
(Automatically gets a first strike against all targets in your grid location)
2. Assassinate - Try to kill anyone you see while in stealth mode. This is basically the same thing as Berserker, but you try to get the drop on them while engaged in stealth. If you defeat them, you will still be in stealth mode! The risk here is that they spot you coming and attack first.
(This gives a first strike to any opponent who wins the awareness check against your stealth rating, but if they fail, you have an automatic first strike against them in your grid location)
3. Vigilante - Kill anything that doesn't look human
(Targets zombies and other non-human creatures in a first strike, but doesn't fire first on humans or things that look human in your grid location)
4. Stealth Vigilante - Kill anything that doesn't look human while in stealth mode. After combat, you will return to stealth mode.
(This gives a first strike to any opponent who wins the awareness check -in your grid location- against your stealth rating, but if they fail, you have a automatic first strike against non-human creatures. You do not attack any humans.)
5. Defensive - Kill anything that attacks you.
(Doesn't gain a first strike against anyone, but automatically returns fire against anyone who attacks you in your grid location, adds to your defense rolls.)
6. Stealth- Hide from everyone; pure stealth mode.
(This gives a first strike to any opponent in your grid location who wins the awareness check against your stealth rating, but if they fail, you remain hidden and do not attack them.)
7. Search quickly- Search this grid location for anything you can find.
(This is useful if you don't intend to stay in this location for longer than one round, but it only searches one square instead of nine. Basically a "search on the move" order)
8. Cooperate- Seek alliance with anyone who also seeks alliance.
(Automatically gives first strike to your opponent, who can use this to attack you in your grid location. If they also seek alliance, you will never automatically attack them, you must order the attack manually. Anyone who sees you in their awareness radius will know you seek an alliance)
BATTLE MODE: If you engage in combat, do you stand your ground until death, or do you run away and fight another day? If you both stand your ground, you attack one another over several "rounds" of battle (all within this turn) until one of you dies. Standing your ground may be a good idea if you are in a group, as your group won't scatter during the fight.
NOTE: YOU WILL AUTOMATICALLY BE IN RUN AWAY MODE IF YOU DO NOT SPECIFY.
Spoiler Alert, click show to read:
HOLD YOUR GROUND- No retreat. Either they retreat or you fight to the death. If they retreat, you know which direction they moved.
RUN AWAY- Retreat after the first combat round. You do not know which direction your attacker moves.
Ok, sound complicated? Here, let me try to simplify it for you.
This is your Zone of Control.
Spoiler Alert, click show to read:
You are marked in the center, the white X. The black area in your square and the 8 surrounding you is your "Zone of control". At the start of the round, there may be no one standing inside your zone of control. If there is someone, you can attack them before they leave your zone of control. Likely, you will only be able to engage in one combat round's worth of battle before they leave, unless they decided to engage you as well in combat. But this won't happen unless you tell me so.
This could be your awareness radius (larger or smaller)
Spoiler Alert, click show to read:
Some of you may have a high awareness, and perhaps a long range weapon like a sniper rifle. You can use this turn to "snipe" at anyone you see inside your awareness radius. But you can't move. You also lose the first strike attempt against anyone attacking you, because you're focused on sniping, not your surroundings.
You may instead decide to search the entire area that is your "zone of control". That takes time. You are considered "busy" and won't get the first strike if someone attacks you.
You can also attempt to simply hide. This might be useful after you just killed someone and have no wish to move anywhere just yet... or you think this is a good location to stand your ground.
If you elect not to do any of these things, you'll move:
Anywhere inside your movement radius. Here is a sample movement radius:
Spoiler Alert, click show to read:
You'll then execute your post-movement behavior order, and your battle order, which could be any combination of several orders, example:
Defensive mode, but Run Away if there's combat.
Assassination mode, and Hold your ground if there's combat.
Stealth, Run Away.
Search, Run Away.
Vigilante, Hold your ground.
And so on, and so on.
If you elect to run away, then you have no choice but to flee in a more or less random direction in the next round, and give your post-movement behavior order again, and your battle order again.
Still looks confusing?
Okay. It's actually quite simple... Here's some sample commands.
Spoiler Alert, click show to read:
"Askthepizzaguy, I wish to search my zone of control this round instead of moving". Set mode to Run Away if there's combat.
Done.
"Askthepizzaguy, I wish to use my sniper rifle against the target distance 3 north and 1 west of me, instead of moving. Set mode to Run away if there's combat."
Done.
"Askthepizzaguy, I wish to engage in combat with the person adjacent to me in my zone of control, directly southwest of me, instead of moving. Set mode to Stand my ground."
Done.
"Askthepizzaguy, I wish to move diagonally up and to the left 2 squares. When I get there, engage Defensive mode and Run Away if there's combat."
Done.
"Askthepizzaguy, I wish to move 4 squares to the north, and when I get there, offer Cooperation to anyone who seeks it, and Run Away if there's combat."
Done.
"Askthepizzaguy, I wish to stay put and offer Cooperation to anyone who seeks it, and Stand my ground if here's combat."
Done.
"Askthepizzaguy, I wish to move 3 squares diagonally southwest, and go into Berserk mode when I get there. Stand my ground if there's combat... kill them all!
Done. See? Not that hard... but you have a lot of options, so you have a lot of control over how you wish to move and play your character, and what tactics and strategies you use.
Specific commands:
"Askthepizzaguy, when I move to the new location (police station) attempt to enter the building.
Or-
attempt to ascend the building and get on the roof.
Or-
Or attempt to hide behind the bushes... or whatever."
You've got a lot of options. You can tell me you want to get up on the roof and try to be a sniper, taking out anyone you see in your awareness radius. Your height advantage might give you an extra stealth point.
Or perhaps you hide behind the building, where you find a bunch of metal trash cans. You could use the lid as a shield and see what happens. Maybe you gain an item which gives you some sort of defense. Maybe you open the lid and a zombie pops out. You never know.
You can also give me detailed instructions on combat:
Detailed combat:
"Askthepizzaguy, I want to use my shotgun first, and then switch to my machine gun for the remainder of combat. I aim for the head." And I'll try to be realistic here. If for example you asked to aim for the head, what if they had head protection? It has a greater chance of failing. If they don't, it has a greater chance of working. And so on. You could also suggest to me that you want to run away (countermanding your stay and fight order) if you run into a zombie horde. I'm not a robot, you can give me detailed instructions, it does compute.
If you have a special item like a grenade, obviously you have to tell me to use it, even if you have no other items. I don't want to waste your items.
"Askthepizzaguy, I want to backstab the group that I am "allied" with inside my zone of control. I use my grenade and blow up as many of them as I can, then I switch to my Shotgun. I set mode to Run Away.... hehehehe.... kill them and then run away before the rest of them can do much damage!"
CHARACTER CARDS
Here's an example of what your character card will look like.
Spoiler Alert, click show to read:
YOUR NAME- This is your name, obviously.
A sample image of your character:
Your stats: (This tells you how many points you have in each category. If you lose all your vitality points, you die)
You have 28 allocatable points to spend on your character. (Some will have more than others)
MISSION: -This describes your character and his/her objectives
You are ___YOUR NAME HERE___. Your objective is to get yourself and your fellow townspeople out of Dark Falls alive. Your personal survival is your objective, but this is a team game. The more townies survive, the better your overall score. However, your personal score drops when you die.
Your best bet after that, if you become a zombie, is to go for a zombie victory and hope for the best.
GOALS: -If the game ends and these conditions are met, you get a better overall score!
1. Survive
2. Escape from Dark Falls by any means necessary
ABILITIES: (If you had any abilities, they might go here)
Example: Regeneration (replaces 1 lost vitality per phase until maximum)
MOVEMENT:
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The white x represents the square you are in. You may move anywhere inside the green zone, unless that exceeds the playing area.
AWARENESS:
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The white x represents the square you are in. You are aware of things which happen inside your awareness zone... perhaps not fully, but you have some data.
Zone of control:
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People inside your zone of control are susceptible to being targeted on the next round before they can even move! It costs your own movement to do this, however, and you can only target one player.
For the purposes of "sniper" actions, anyone inside your AWARENESS RADIUS is considered inside your zone of control.
ITEMS:
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Green Herb
(Restores 2 Vitality)
Can be combined with Red Herb for FULL RESTORE
Can be combined with Yellow Herb for Restore 3, +1 Vitality
Can be combined with Red and Yellow Herb for FULL RESTORE +2 Vitality
WEAPONS:
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Basic Handgun (10)
Damage: 1 vitality point per combat round.
Speed: 1 bullet per combat round.
Reload: Can fire 10 bullets before reloading (useless during the next 15 minutes)
ACTION PHASE
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The Action Phase
What is it? Well, this is when it is your turn to send me your orders for the day. You have either just started the game and gotten your character card, Role PM, and your starting location on the map, and you wish to make your first move, or
This is not your first move, so you got an update on your progress from the previous phase and now it is your turn to move again. The update will be sent to you privately and it will tell you your status, your ammunition left, your health, and what happened to you.
If you don't know what to do during the action phase, first make sure you've read the How To Play section. Then, read the Frequently Asked Questions section, it might help. If all else fails ask me a question, and I'll do my best to answer it. I can't tell you how to play, but if you need options, I can explain what your possible options are as briefly as I can. Some of them will be bad ideas, but they are still options.
This phase will last 24 hours if I have most of the orders. I might extend it to 48 hours if you guys need the extra time, but please send in your orders ASAP.
WRITEUP PHASE
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The Writeup Phase
What is it? Well, someone needs to take your 60-80 different orders and do something with it. That means carry out your orders. This is the most labor-intensive part of the game, and good news! You don't have to do it. That's my job. I search the area you wanted me to search, carry out your battle and non-battle orders, update your health, ammo, items list, etc... and then I give you a summary of what happened in your update, which I will send out as promptly as I can.
If I get my butt handed to me, this phase could take a full 24 hours. If I really need the help, I might extend it until it is all done, but I will END the writeup phase as soon as humanly possible. I'm just a boy... my processor can only carry out one command at a time.
F.A.Q.
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Frequently Asked Questions:
1. Well, I haven't gotten any questions yet... so feel free to ask me privately, and I'll generalize the answer and post it here.
GAME RULES - You must read and understand these rules.
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1. Observe all the Gameroom rules as posted in the Gameroom subforum. They are stickied for easy reference. The major thing that applies to this game is sportsmanship, because unlike most games, there are some aspects of the game I simply cannot police. I need you to be mature and not do things which break the game, as described here.
2. PRIVATE COMMUNICATION outside the thread about the game is not allowed unless specified exactly by the game host. No seriously, this is the biggest rule of them all. You cannot communicate telepathically across a city, so unless you have an item which allows such communication, you cannot talk to your friends or enemies about the game in any way shape or form. You may mention the game in passing to a friend who is not playing if you wish, but do not divulge your current stats, weapons, location, or other sensitive personal information. You never know who your friend might tell that information to... and having your friend communicate this information to other players on purpose is an intentional rule break and it is not allowed, no exceptions. If someone accidentally breaks this rule, please inform me immediately, and I'll send them a friendly warning. This is the best outcome for that situation. Otherwise, you're on the hook for this rule break as well.
ENFORCEMENT:
This particular rule is so important, that I need to be informed of any accidental rule breaks here immediately, to maintain the game balance. It is possible to keep playing, but there may be a penalty. Depending on the situation, I may have to release you from the game. However I value honesty and you may play other games of mine. Repeated or (In My Opinion) Intentional rule breaks will result in a ban from my games. Sorry. I am a pretty fair person, you'd have to really be doing wrong to be tossed out of my games. And if you get banned, you'd have to be doing something that would get you banned from other people's games too.
3. Screenshots or quoting/full revealing your Character Card or Private Message Role "Role PM" is also explicitly banned. However, you may tell people your name, your general objective, and what items or weapons you have, at your own peril. Just do not copy/paste my role PM, and do not ask anyone to reveal their role PM. Remember, the above rule (Number Two) still applies... you can't reveal anything to anyone you don't have contact with. (This means you need to have a method of communication, or you need to be in the same grid coordinate or you need to be in adjacent grid coordinates)
4. When you die
Hey, this is a survival game, but in games, sometimes you lose. It's not the end of the world. And, in this case, it's probably not the end of the game either. You can continue play as a zombie, provided you be a good sport and not break any of my rules, and you're OK giving up your previous allegiances and absorbing a new role and win condition. If the zombies lose the game, you should hope your original team wins. However, you get a better score if your new role (The zombies) win. If you go bananas because you died, I might ask a mod to delete your posts and remove you from the game. Be nice.
5. PUBLIC COMMUNICATION:
Much of the same rules apply to public communication as they do to private communication. You still cannot reveal your current location on the map or any private information. There will probably not be much public discussion... this is a game of hidden movements. However, you can comment on what you think of the public writeup (the update to the game everyone sees) or ask a question of the game host which does not reveal private information of yours. After the game is over, you may also make whatever comment you wish.
ENFORCEMENT:
See how I enforce the private communication rule. Only this time, I know when the rule has been broken and I'll warn against it immediately.
6. Other rules
If I need to adjust the rules or aspects of the game, I as the host have the prerogative to do so. I will attempt to keep my hands off, but I've never hosted a game like this before, and if I need to make a final balancing adjustment to the game or add or remove elements of the game, I reserve that right.
However, every change I make to the game (if any) will be logged and made public, with apologies that I did not do my job as a game designer and iron out any difficulties beforehand. If this change affects your character or your play in any way, you reserve the right to protest such an action, and you will get my sincere apologies. If I accidentally made your weapon too powerful, then I have learned my lesson for next time. However, if there is a major problem with the game (such as the LUCK stat being too powerful that it prevented normal combat) I may adjust its strength, globally, and announce that change. Other than that, I really have to leave the game as-is and hope for the best. Any change will be made in good faith and with the best interests of fairness and fun.
7. Phase length
All phases will be timed and based on either a 24 or 48 hour length, with the time adjusted to meet Eastern Standard Time (United States), which I believe is GMT -5:00 hours.
I will not end your action phases early. I may end my own writeup phase as soon as it is done, and just grant you the extra time as part of the next action phase, for your pleasure, convenience, and to keep the game moving.
I reserve the right to add a new rule here, if I need to do so I will announce it. Otherwise, just seven rules to worry about.
MAP
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This is just a rough sketch I drew. The actual map will look much better than this. It is still being worked on by our volunteer artist.
The actual map is still UNDER CONSTRUCTION: Last updated a week ago.
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Last edited by Askthepizzaguy; 11-15-2009 at 22:19.
Reason: This post is now complete, and is the current version of the rules.
Re: Resident Evil game; preview and discussion page.
Game opens for sign ups tomorrow, which means that if the game is open for sign ups for a week, the game would start on thanksgiving.
That's not going to happen since most of you have uh.... lives. So the game will begin right after thanksgiving. I will make sure all this is OK with the gameroom hosts.
This thread will be closed soon, and I'll thank the frontroom mods for allowing this discussion, which I must admit, even I'm not sure goes in the frontroom but thank you for the space, I needed it.
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