@cjmckee
Good. Like Saadus said, you have good ideas.
Ideas
Started by
saadus
, Jul 15 2010 06:39 PM
175 replies to this topic
#41
Posted 02 November 2010 - 06:07 PM
#42
Posted 02 November 2010 - 06:09 PM
thank you.
#43
Posted 02 November 2010 - 08:23 PM
Ive got a number of new ideas.
(should i put this on eccentrics site too? and if so, where?)
Idea 1: I think that the purple mist that follows the infected people should be removed. this can lead to some big surprises. Example: You are leading civilians to a safehouse. one is infected, but you cant tell. one goe snuts, ad tries to kill you all. you kill him/her, and they become a zombie, and said zombie infects the others, and they turn on you later. It would make for a much more realistic, and scary experience.
Idea 2: To work with my idea about infected wilderness areas, why not have an inventory item, that allows you to view what areas are infected. infected areas are highlited red on the map that the item opens. the stronger the infection, the stronger the shade of red becomes.
Idea 3: I think various types of zombies could work very well. Here re the types im thinking about.
No. 1: Basics: The ones we all know and love.
No. 2: Brawlers: Zombie,s that are slow, but brutal. the have larger bodies, and maybe ogre animations.
No. 3: Stalker: Stalkers can have like, special spawn points. if yo get too close, then they spawn, and burst form a hiding place, to simulate them stalking you and waiting for the perfect moment to strike.
No. 4: Psychers: Psychers should be the rarest kind of zombie. what they do, is send spells your way, which will parylize your character with a spell called 'Nightmarish vision' Parilyzing the character for a little bit.
(should i put this on eccentrics site too? and if so, where?)
Idea 1: I think that the purple mist that follows the infected people should be removed. this can lead to some big surprises. Example: You are leading civilians to a safehouse. one is infected, but you cant tell. one goe snuts, ad tries to kill you all. you kill him/her, and they become a zombie, and said zombie infects the others, and they turn on you later. It would make for a much more realistic, and scary experience.
Idea 2: To work with my idea about infected wilderness areas, why not have an inventory item, that allows you to view what areas are infected. infected areas are highlited red on the map that the item opens. the stronger the infection, the stronger the shade of red becomes.
Idea 3: I think various types of zombies could work very well. Here re the types im thinking about.
No. 1: Basics: The ones we all know and love.
No. 2: Brawlers: Zombie,s that are slow, but brutal. the have larger bodies, and maybe ogre animations.
No. 3: Stalker: Stalkers can have like, special spawn points. if yo get too close, then they spawn, and burst form a hiding place, to simulate them stalking you and waiting for the perfect moment to strike.
No. 4: Psychers: Psychers should be the rarest kind of zombie. what they do, is send spells your way, which will parylize your character with a spell called 'Nightmarish vision' Parilyzing the character for a little bit.
#44
Posted 02 November 2010 - 10:29 PM
Once again, I like your ideas. I'm not sure if idea 2 is possible but I think it's worth a try (if somebody know how to do that lol).
And on our site there is a topic labelled 'Ideas, Ideas, Ideas!' But we usually put our ideas on any topic lol
And on our site there is a topic labelled 'Ideas, Ideas, Ideas!' But we usually put our ideas on any topic lol
#45
Posted 02 November 2010 - 10:41 PM
K. if i get ideas, ill be sure to post them there, and here. ^^
#46
Posted 02 November 2010 - 11:47 PM
New idea. (i get allot i noticed.)
I noticed that it is VERY difficult to rally any survivors to evac them. Maybe, you should add a spel named "Call out" Or something. it could work like a double edged sword. it will draw nearby survivors to you, but if there are any undea din a specific radius, then they will be drawn in by the opertunity to feed.
And maybe when ALL the survivors in your call radius show up, then you can use a menu.
the menu might be like this.
!SURVIVORS ARRIVED!
(insert number here) Survivors headed your call. what are your orders.
1. Follow.
2. wait.
3. leave the city.
4. Loot bodies for weapons, armor, etc.
5. Find a safe place.
6. (any other options)
Based on class, current HP, infection status, and other actor values (like agression or responsibility) will determine how they behave for each option. like, a commonor will not fight, if told to follow, and will very willingly leave the city, but, base don value,s might, or might not grab a weapon or some armor. the safe place is likely there the caste or church, or evacuation centers outside of towns.
Whereas an orc barbarian, might attack anything and everything that isnt living when following, wont wait at all, wont leave the city (because of the challenge), might loot bodies for better gear, and as for a safe place... i dunno. XD
At an rate, that would make finding, rallying, helping, and saving survivors much easier.
I noticed that it is VERY difficult to rally any survivors to evac them. Maybe, you should add a spel named "Call out" Or something. it could work like a double edged sword. it will draw nearby survivors to you, but if there are any undea din a specific radius, then they will be drawn in by the opertunity to feed.
And maybe when ALL the survivors in your call radius show up, then you can use a menu.
the menu might be like this.
!SURVIVORS ARRIVED!
(insert number here) Survivors headed your call. what are your orders.
1. Follow.
2. wait.
3. leave the city.
4. Loot bodies for weapons, armor, etc.
5. Find a safe place.
6. (any other options)
Based on class, current HP, infection status, and other actor values (like agression or responsibility) will determine how they behave for each option. like, a commonor will not fight, if told to follow, and will very willingly leave the city, but, base don value,s might, or might not grab a weapon or some armor. the safe place is likely there the caste or church, or evacuation centers outside of towns.
Whereas an orc barbarian, might attack anything and everything that isnt living when following, wont wait at all, wont leave the city (because of the challenge), might loot bodies for better gear, and as for a safe place... i dunno. XD
At an rate, that would make finding, rallying, helping, and saving survivors much easier.
#47
Posted 03 November 2010 - 12:23 AM
Definitely an interesting idea. I just wish I knew how to script it all lol.
#48
Posted 03 November 2010 - 06:28 PM
The different types of zombies, we are currently working on. The purple mist idea...Hmm...not such a bad idea, as long as it doesn't interfere with the disease itself. A map descriping where Tamerial is infected... Genious! Congrats and I will try to make sure some, if not all, the ideas are added. BTW, new story.
#49
Posted 03 November 2010 - 06:55 PM
Thanks. i appreciate that you guys listen and appreciate my input.
#50
Posted 03 November 2010 - 09:11 PM
Removing the purple shader should have no effect at all on the disease, aside from it not showing of course, lol. I like the idea, too. Good luck scripting the map though.
We appreciate everyone's input (so long as it's positive).
We appreciate everyone's input (so long as it's positive).



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