Post by grigori on Feb 11, 2007 1:33:23 GMT
All right, I've been thinking of an entriely new side independent of zombies or survivors: criminals. Since pk'ers are viewed kind of as a seperate side already, I figured I'd help make one for them.
I haven't figured out their entire skill tree or mechanics yet, but here's some ideas I had.
Mechanics
1. Fear: Not endowed with the stalwartness of the civilian, the training of the military, or the morbid curiosity of the Scientist, Criminals have a -10% tohit against zombies.
2. Criminals would be unable to barricade, making them depend on the survivors they kill for survival.
3. Criminals would become zombies after death just as survivors do, with identical revivication procedures.
4. Criminals are granted 100% experience from hurting and killing other criminals.
5. Survivors are granted 75% experience from hurting and killing criminals.
6. On the map and in room descriptions, criminals would be shown as survivors.
7. Criminals cannot fix ransacking.
8. Cops now start with Pistol Training and Law Enforcement rather than Basic Firearms Training.
9. Starting zombies will have the ability to check in a box whether they want to be a civilian or criminal when revived.
Criminal skills
Criminals would take several skills from the survivor skill tree, including tagging, body building, the ranged weapons trees (with the exception of the advanced training skills), hand-to-hand combat and free running.
Melee Experience- Child of Hand-to-Hand combat
You have significant experience with all manners of close-range weapons.
This skill gives the criminal a +10% to hit with all melee weapons.
Crushing Brutality- Child of Melee Experience
You have mastered delivering crushing blows to your targets.
All blunt weapon attacks do +1 damage.
Shanking- Child of Melee Experience
You have experience with a knife
+5% tohit with knife.
Looting
You have a basic knowledge of where people keep their stuff.
Criminals get a +10% chance to find things in any location, at the cost of having a 1% chance to give the building the equivalent of being ransacked, here being called "Looted." Criminals cannot undo this as they can't undo ransacking, but survivors can at the cost of 1 ap. Any barricades stay the way they are.
The search percentage gained in this way is spread equally throughout all items found, not +10% to find each individual item.
Shoplifting- Child of Looting
Your experience in shoplifting has taught you which stores have which items.
The equivalent of the civilian Shopping skill.
Law Evasion
You can recognize the more lawfully inclined.
The Criminal can recognize people in a crowd who have the skill Law Enforcement, putting them in their own category in the room description and map square.
Millwall Brick
You can make a weapon out of most anything... including newspapers.
When a newspaper is in your inventory, your punches gain +1 damage.
Broken Bottle- Child of Millwall Brick
You can make yourself a potent weapon out of trash.
When you have a Bottle of Wine or Beer in your inventory, your punches get +2 damage.
Street-Hardened
Not much scares you after the things you've seen.
You no longer suffer the fear penalty.
Murderous Impulses- Must be level 10, Child of Street-Hardened
You know longer care about the preservation of life.
Criminals with this skill are granted 100% experience from hurting and killing survivors.
Familiar Faces
Your intimate experience with others of similiar professions has led you to be able to tell who is a criminal and who isn't.
You can pick fellow criminals out of a room.
Survivor Skills
To combat these criminals, survivors get some skills as well.
Law Enforcement
You have found it necessary to actively combat criminals.
You gain 100% experience from hurting and killing criminals. They can also pick criminals out of a room, and they are shown differently in the room description.
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Obviously this isn't complete, so please lend comments and help flesh this out a little bit more.
I will update new ideas onto this post.
I haven't figured out their entire skill tree or mechanics yet, but here's some ideas I had.
Mechanics
1. Fear: Not endowed with the stalwartness of the civilian, the training of the military, or the morbid curiosity of the Scientist, Criminals have a -10% tohit against zombies.
2. Criminals would be unable to barricade, making them depend on the survivors they kill for survival.
3. Criminals would become zombies after death just as survivors do, with identical revivication procedures.
4. Criminals are granted 100% experience from hurting and killing other criminals.
5. Survivors are granted 75% experience from hurting and killing criminals.
6. On the map and in room descriptions, criminals would be shown as survivors.
7. Criminals cannot fix ransacking.
8. Cops now start with Pistol Training and Law Enforcement rather than Basic Firearms Training.
9. Starting zombies will have the ability to check in a box whether they want to be a civilian or criminal when revived.
Criminal skills
Criminals would take several skills from the survivor skill tree, including tagging, body building, the ranged weapons trees (with the exception of the advanced training skills), hand-to-hand combat and free running.
Melee Experience- Child of Hand-to-Hand combat
You have significant experience with all manners of close-range weapons.
This skill gives the criminal a +10% to hit with all melee weapons.
Crushing Brutality- Child of Melee Experience
You have mastered delivering crushing blows to your targets.
All blunt weapon attacks do +1 damage.
Shanking- Child of Melee Experience
You have experience with a knife
+5% tohit with knife.
Looting
You have a basic knowledge of where people keep their stuff.
Criminals get a +10% chance to find things in any location, at the cost of having a 1% chance to give the building the equivalent of being ransacked, here being called "Looted." Criminals cannot undo this as they can't undo ransacking, but survivors can at the cost of 1 ap. Any barricades stay the way they are.
The search percentage gained in this way is spread equally throughout all items found, not +10% to find each individual item.
Shoplifting- Child of Looting
Your experience in shoplifting has taught you which stores have which items.
The equivalent of the civilian Shopping skill.
Law Evasion
You can recognize the more lawfully inclined.
The Criminal can recognize people in a crowd who have the skill Law Enforcement, putting them in their own category in the room description and map square.
Millwall Brick
You can make a weapon out of most anything... including newspapers.
When a newspaper is in your inventory, your punches gain +1 damage.
Broken Bottle- Child of Millwall Brick
You can make yourself a potent weapon out of trash.
When you have a Bottle of Wine or Beer in your inventory, your punches get +2 damage.
Street-Hardened
Not much scares you after the things you've seen.
You no longer suffer the fear penalty.
Murderous Impulses- Must be level 10, Child of Street-Hardened
You know longer care about the preservation of life.
Criminals with this skill are granted 100% experience from hurting and killing survivors.
Familiar Faces
Your intimate experience with others of similiar professions has led you to be able to tell who is a criminal and who isn't.
You can pick fellow criminals out of a room.
Survivor Skills
To combat these criminals, survivors get some skills as well.
Law Enforcement
You have found it necessary to actively combat criminals.
You gain 100% experience from hurting and killing criminals. They can also pick criminals out of a room, and they are shown differently in the room description.
------------------------------------------------------------------------------------
Obviously this isn't complete, so please lend comments and help flesh this out a little bit more.
I will update new ideas onto this post.