| (Pages: 1, 2, 3) | |
BANNED Posts: 1266 Joined: 19 Dec 2008 | |
Muckraker Posts: 244 Joined: 2 Aug 2008 | I think the three classes should be broken up into tribes-this would deepen the gameplay, as it would mean that different tribes would have to compete for food and territory. |
Paperboy Posts: 34 Joined: 17 Dec 2008 | Make it happen, or find someone who will. At the very least, make a design document. |
On the Record Posts: 5788 Joined: 9 Jul 2008 |
They've said the Flood are there, but that they're definitely not playable. |
Infamous Scribbler Posts: 543 Joined: 8 Nov 2008 | Wow, if that game was made right, it would be amazing. My goes to that idea! |
Copy Clerk Posts: 119 Joined: 24 Dec 2008 | I was too lazy to read all of the other replies, but here goes nothing =P It could be similar to Warcraft 3 in that there is a basic storyline revolving around key characters who you play as or are significant NPCs but you take control of different opposing factions. Possibly including: Civilians - generic humans, can use basic environment items as weapons. Die easily but have large numbers or are easy to recruit into your forces. Military - Fewer in number to Civilians but have access to better weaponry, armour and vehicles as well as fortifications. Perhaps you can recruit civilians into the military forces at a cost and only if you have a good image at the time (more to be revealed). Corporation - The staple villainous corporation that is suspected to be behind any good zombie outbreak. They have private military forces, similar to the regular military but cannot recruit civilians. They are fewer in number to the military and have access to better weaponry but less/worse vehicles and fortifications. Zombies - Cannot use environment weapons but can use weapons and armour they died with. They can corrupt enemies they have killed to increase the number of zombies and can also 'summon' zombies from graveyards or other places with dead bodies hanging around. Much greater in number but generally slowe moving and unable to use buildings. Rather than being a game with huge numbers of units on the map at one time it could be smaller scale and slighty more like an RPG in that it is largely story based but also has multiplayer modes that accept larger forces. It would also revolve less around building a base and more around moving across the map, avoiding foes or getting to a target area without dieing. But will involve some of the C&C type stages for the Corporation levels. Each faction will have different play styles as they should function differently. The military can easily fight against the zombies and so will be more action oriented, like the Commando games; Civilian levels are survival and objective based; Zombie levels are more of a bonus but are similar to the civilian levels only with more units and a lot more killing and the Corporation levels are pretty much C&C type levels where you build buildings, train soldiers or hire mercenaries and try to supress revolting civilians or pesky zombies whilst avoiding military attention. You start with a certain amount of units of various types depending on the mission, usually including your avatar type 'uber-character' that is controlled more than the rest. You might need to explore the environment to recruit more units either by finding survivors, finding miliary facilities and asking for backup or by good old fashioned neck-chomping. Sometimes you might stand no chance directly facing the enemy and so need to run away in a vehicle or to hole up in a building. But you might need to check whether a building is secure before using it if you have the time as there could be enemies inside. Zombies obviously don't care much for these things and their missions generally revolve around killing all humans on the map within a given time or killing a target human without losing all of you rotting minions. The Military levels are kind of like the Commando games crossed with Ghost Recon. Possibly with some FPS action, although it would be more interesting and true to the genre (that sounds so camp) if it were purely overhead typical RTS stuff. Most missions would involve having to kill groups of zombies to defend key locations, varying between small and large groups under your command. |
Pulitzer Laureate Posts: 919 Joined: 22 Oct 2008 |
According to the Zombie Survival Guide by Max Brooks, zombies have no intelligence whatsoever. They operate on sheer instinct. |
Muckraker Posts: 244 Joined: 2 Aug 2008 |
Maybe third-person game play would be better, like fable, but with less british people and with no magic. |
Pulitzer Laureate Posts: 919 Joined: 22 Oct 2008 |
This could be interesting. Instead of focusing on resource gathering, you would have a set amount of units to accomplish a certain objective, and you receive a few more every time you complete a "mini" objective. It could be first person, in the style of the battlefield games, lots of units that are semi-autonomous, they accept orders from you but can also do things by themselves. |
Pulitzer Laureate Posts: 857 Joined: 24 Mar 2008 | zombies == need to be avoided for game themes. Your mechanics have to be more than solid and your theme more than unique to justify a played out thing like the zombie invasion. |
Copy Clerk Posts: 119 Joined: 24 Dec 2008 |
I forgot to mention how you could assign different roles to your units depending on items you find in the environment =o Your character can interact more with the enviroment, opening doors/containers freely. Obviously you could order another unit to open it as well to be a bit more tactical. But if you found loads of medi-kits, you could equip them to a single unit and they would then become more like a medic (not officially changing type, just accepting a different role and acting differently to your orders). Giving a unit more weapons will make them more aggressive and they will be the first to spring into action when you issue an attack command. |
Paperboy Posts: 11 Joined: 31 Dec 2008 |
I like the ideas for Army and Zombies to a large degree, but disagree with survivors because this would make them too odd to play for many (and alot of people would want to play survivors i get the feeling). A good idea would be to take say, a Company of Hero's neutral city environment, army would start on the outskirts of the map where as survivors could pick where they start, a local school? a mall? hospital? from there, they start with scrounged weapons, handguns and misc. Melee or short ranged weapons and as they start secure buildings, they scavenge them for better weapons and supplies (supplies limited of course, forcing them to move from building to building and focus on other large buildings they could've started off in,better weapons such as assault rifles, shotguns and the like could be found randomly in some buildings but incredibly rare?) Workers could fortify buildings for survivors to take cover in and make roadblocks to stop smaller zombies. Someone mentioned earlier that zombies should be able to take cover in buildings and ambush folks that go in which i might add is another great idea. as the game goes on, and higher 'Tiers of technology' are gained, better and better gear can be handed out to survivors, or collected up from gun shops in limited number, another idea for zombies is army members they infect could have more damage resistance from projectiles because of their body armor while survivors generally move faster if they lack it which brings up another point, survivors should also be able to rig traps for zombies and army alike (Tripwire bombs, booby-trap buildings and the like. Survivors should also be capable of moving neutral vehicles for transportation or be used as a makeshift barricade, As another note, zombies could start off with a few zombies and attack various neutral civilians, as they grow in number they get a larger 'infection' rating (Kind've like Dawn of War's Ork's WAAGH) allowing them to evolve their standard zombies into better breeds, some similar to hunters from the new game Left 4 Dead which are far faster than most other breeds but weaker in life and armor, make good scouts and do decent damage but most ranged units can pick them off long before arrival, 'Poppers' which would make good ambush units which explode when close enough releasing a cloud of spores or bile of some sort which have a chance to infect their victims, turning them into zombies eventually, later on army could issue out gas masks to reduce the % chance of infection, Finally would be Juggernaut, another from the Left 4 Dead which would resemble a Tank, just about impervious to gunfire but fire or traps can rip them apart finally, the Fear meter ( similar to Company of hero's Morale bar ) would be just how much will they have before the survivor/army units start panicking, panicked units are inaccurate and generally dont do as well in combat, but have a bonus to running (Fear is a good motivation for getting the hell out of dodge) Also, Anyone whos played the game Mass effect or studied into the background probably knows about the Geth, Sentient robots who alone are fairly unintelligent, but in large groups gain a collective mind capable of thought, Maybe a bonus to vision or specific stats when in close proximity with large groups of other zombies? (Similar to C&C General's Horde buff given to China for having large numbers of 'Red Guard' in close proximity to one another) |
Copy Clerk Posts: 52 Joined: 8 Jan 2009 | Something like this already exists. It's called Undead Knights but its for PSP but this would make an excellent PC title. |
Anonymous Source Posts: 5 Joined: 26 Mar 2008 | I'd like to direct you to Zombie Master, a Half Life 2 mod. It does half of this, meaning one player, using an RTS interface, controls the zombies, and the survivors play a First Person Shooter. Check it out at zombiemaster.org. |
Beat Writer Posts: 218 Joined: 16 Aug 2008 | I don't think there's enough balance here. You're talking about three totally different types of forces. It's a game with potential and incredible character but any decently organised military player will always win, I'm a big RTS fan so it's an issue close to my heart. Here's what I suggest: SURVIVORS Amputation: When a survivor is bitten, they can avoid zombification once or twice by using this ability, although their combat ability does take a hit, or their speed. Army units, by comparison, will die after being bitten, then reanimate. Experience: The survivors are in danger of standing still developmentally, the zombies will grow in number and the army will grow in tech, so the survivors need an edge too. Due to low numbers all survivors would need to be combat functional, so the more zombie encounters they survive (plus the number of kills they clock up) made them tougher and tougher opponents. Knowledge: In films, survivors learn the most from combat and it's consequences, specifically nullified zombies. If they return a fallen zombie to their hideout, they can research and gain abilities for the group, such as damage bonuses against that type of zombie, stealth techniques (hiding the scent, movement is less detectable/makes less sound) or map reveals ("This zombie's covered in feathers, the pet store isn't safe" for a bad example) ZOMBIES Surprises: Zombies ALWAYS break in, somehow. When a horde reaches a certain size, they can use any building on the map to deploy from for a limited time, ideally behind a blockade to break through and kill the defenders. Mob Power: Zombies become more powerful when they work together, the bigger the group, the bigger the bonus to each member, but individuals should be slow and easy to fight off. However, individuals are very aware, and can be used to scout around and find humans, whilst mobs have small detection ranges and can easily miss hiding humans. Zombie charges should be devestating if caught unawares but manageable if seen early. Roles: Depending on how "real" you want the game, you could look into Resident Evil style freakshows or just variants on standard zombies: runners, dogs, birds, fat guys. Each with their own ability sets and roles within the horde. Those facings zombies should have to consider the various types they may face plus the added headache of growing numbers as time rolls on ARMY Retreat: A major reason why soldiers aren't all conquering badasses in the films is fear. If too many of a unit are lost the soldiers "break", with severe penalties to any combat they undertake, but no involuntary fleeing because that would be very annoying indeed. The army player should use contingency plans and be prepared to retreat his men HQ: Big bonuses with one established, but it is time consuming to set up and requires man power when operational, before it is set up and after it is destroyed, forces are much less powerful and effective. A priority of the gameplay for all sides to either establish or destroy the HQ Limited Resources: Like all big, responsible governments, this country hasn't funded it's military particularly well, and while they have access to some cool tech, it's use should be very limited and it can decide the game in either how well it is employed or how poorly it is wasted. GAMEPLAY The major "combat" should be between the army and zombies, with the survivors caught in the middle, using their skills to stay alive. Ideally, an army player will want to contain and control, a zombie user will create chaos and build momentum, and a survivor player will play the two off against each other, mop up what's left and maintain hideout security Players should be able to use any combination of armies, but survivors vs. zombies would have to be base defence, army vs. zombies could theoretically happen anywhere, survivors vs. army would need maps that helped the survivor player, not wide open space, and zombie vs. zombie would be fun anywhere too, along with the other two same-type matches. Just my thoughts on the matter... |
Paperboy Posts: 11 Joined: 31 Dec 2008 | aside from amputation that all sounds good but considering in most cases the virus would probably spread way too fast for one to amputate the limb in time to stop the infection... |
Press Junketeer Posts: 445 Joined: 1 Feb 2008 |
Well, perhaps a more bizarre route would be to claim survivors are immune, where as military are not. So, while one may have more bad ass hardware and the training to use it, the other doesn't boost zombie numbers when they die. |
Copy Clerk Posts: 119 Joined: 24 Dec 2008 | Maybe zombies could evolve if you leave zombie corpses lieing around, so they eat fallen zombies either to recover some health and eventually become a higher ranked zombie. That way simply killing hoardes of zombies isn't enough, you need to dispose of the bodies, hide them or use them to set traps or divert enemy attention so you can escape from one area to another. And how about making survivors partially immune after they have amputated at least one limb, so they have more time to seek treatment before they turn into a zombie. |
Gone Gonzo Posts: 3607 Joined: 8 Dec 2007 | Actually, the game might be better if it were a lone, ultra powerful necromancer who has raised an army of the dead to gain control of a country. He could have these altars which draw the souls of the dead in as a resource for advanced options, but the only way to build the altars is to gain access to "brainwashed cultists" who worship the necromancer like a god. For that, he would need a building for the cultists. The "soul energy" could be used to upgrade cultists and zombies into powerful boss characters, such as Cultist Master and Berserker. Effectively, the cultists are the builders, the zombies are the soldiers. |
Gone Gonzo Posts: 2807 Joined: 4 May 2008 | Maybe, just....... maybe............ if someone called Blizzard. What if the military people all played in FPS mode..? In the same way Starwars Battlefront (Don't judge from the title, Battlefront was one of a fuckin' kind when it first came out) did, where there's a large army and the player can switch to any one of them. That might bring their shear force and deadliness to manageable levels. Plus, it would be hella sweet. |
Pulitzer Laureate Posts: 722 Joined: 5 Jul 2008 | I don't see why everyone is going for a C&C or Starcraft-esque gameplay style. Creativity! I see a couple ways that we could make this unique; and the first is NOT making the various sides perfectly equal in every way. There doesn't need to be a base melee unit, a ranged unit, the utility....it's zombies versus humanity! I'd say that the humans get a chance to enhance their entrenchments, and that's about it. I suppose that there could be a set campain of sorts, going off of a giant world map. It could be Army vs. Cultists, or just Army vs. Zombies, but I'd think that using the last reminants of the army would be slightly more kickass than four guys with shotguns. The survivors and civilians could be used more as the resource driving both the armies, than a side in their own right. Perhaps a campain would start out with either the army fighting back in the least infected areas, and pushing into the heart of a gigantic zombie/cultist zone. The cultists would start in a pure world and infest it from there. The only problem I see with this idea, are people trying to model a new game off the old games. The old ones were good, but there needs to be a little difference in gameplay! Having the tried and true build base -> stomp heads -> stomp base could easily be changed to stomp heads -> stomp large amounts of heads -> stomp EVERYONE'S head. I would like to see a constant flow of combat, than have a base race. This is a zombie game, and it should play like a zombie game. Who cares about the story? Zombies be there, get to killin' Story done. Okay, maybe cultists could be thrown in for multiplayer (or maybe just as an asset to the zombies). Give the cultists a chance to herd the zombies one way or another, versus the army being able to give direct orders. |
Copy Clerk Posts: 63 Joined: 18 Aug 2008 |
This. Now. Only thing I disagree with is the protocol aspect of the army. If they aren't allowed to shoot survivors until they are fired upon, the survivors could just not attack the army and there'd be no threat to them. I think it works fine that the military is under orders to shoot on sight, to eliminate any threat of dormant, infected survivors breaking the quarantine. |
Gone Gonzo Posts: 1120 Joined: 22 Nov 2008 | did anyone ever try the zombie master mod for HL2? basically one person plays it like an RTS, controls zombies and traps, while 15 humans run around like the fodder they are and try to complete the map - very fun game, but seems rather dead since l4d came out |
Muckraker Posts: 291 Joined: 28 Aug 2008 | AWESOME!!1 |
Gone Gonzo Posts: 2581 Joined: 6 Sep 2008 | I think it would be pretty cool if whatever you killed with your zombies came out different on the other end so basically your whole army is rag-tag you might have some survivor zombies, some army zombies etc. A heroes idea would be pretty cool to or maybe if it's only for the survivors. Anyhow great idea enjoy all the money,fame and money you'll get whenever you tell someone about this. |
Beat Writer Posts: 207 Joined: 8 Jan 2009 | Sounds good in theory. |
Gone Gonzo Posts: 2906 Joined: 10 Apr 2008 | total war engine |
Beat Writer Posts: 207 Joined: 8 Jan 2009 | To me though the army sounds like it would be too over-powered and the survivors the polar opposite with the zombies being somewhat in the middle. |
Beat Writer Posts: 172 Joined: 27 Aug 2008 | I have an idea what if the Survivors can trade with the Military for more tech but they need to give them resources and the Military order a tempoary ceasefire and if the Survivors do not have enough resources (loot,supplies) they can steal from the military but if caught a permanent shoot on sight rule,order(?) is deployed or if they kill Military units they can scavenge their corpses for equipment. |
Pulitzer Laureate Posts: 767 Joined: 4 Sep 2008 |
A temporary ceasefire idea might work. There could also possibly be C&C3 type powers. Examples: 1. Zombie Horde - A large group of Zombies charges & mobs targets, originating outside the map. 2. Airstrike - Military power; Call in Air Support. 3. Survivalists - Create a series of hidden underground tunnels. |
Press Junketeer Posts: 445 Joined: 1 Feb 2008 | Oh, here is an idea for bonus to the zombies: You know how Company of Heroes does cover? Use that but also have it pertain to fellow zombies as a well, so that that mob/swarm of them is actually providing cover for each other. It would certainly up the threat from zombies in greater numbers quite a bit. Essentially, at that point it would be like you are fighting one large organism, like some sort of amoeba - so you would definitely want to try to funnel it or divide and conquer or use area of effect weapons to penetrate into the center mass. |
Gone Gonzo Posts: 1284 Joined: 29 Jun 2008 | The only way I could see a zombie RTS working is if their are two or more high tech factions fighting and the zombies are kindof bystanders that try to kill everyone...and the more evil faction will have the ability to drop a "virus bomb" as it's special attack thus turning your foes into zombies... |
Copy Clerk Posts: 66 Joined: 29 Jul 2008 |
Yeah thats why I wanted it on a timer, so eventually the army can engage. I wanted to give the survivors a chance to build up their characters, as against army they might be underpowered in early stage. Plus it makes an interesting 3 way dynamic. Army can knock out the suriviors but need to zombies to kill them early on. How about If there is no zombie player present this feature is not available? |
Gone Gonzo Posts: 2478 Joined: 12 Jul 2008 | I would buy this game. It sounds awesome. |
Copy Clerk Posts: 63 Joined: 18 Aug 2008 |
Well if your point is true about survivors being underpowered against the army initially, then removing the protocol for a 1v1 Survivor vs Army match would just allow the army to quickly plow right through the survivors early on. I just think the best way to handle it all would be to just balance the survivors enough that protocol isn't really necessary. I can see where you were going with it though, kind of like a 'build stage' before all the heavy combat starts. Maybe if it was a set timer for all the factions? Though I'm not sure how you'd justify that besides just making it flatout metagame. |
| (Pages: 1, 2, 3) | |
|
|
Not registered? Sign up for a free account! |
Military would have to be small groups dropped in without much back up. Just sweep and clear units. Survivors would also not have much and would have to improvise what they could. If you wanted military to have full access to shit and survivors to be able to somehow make decent weapons and vehicles then the zombies would have to be of a viral strain and I dunno. Have shit like RE style giant alligators popping out of the sewers.
I do love the idea of a world style game however even if its just say cities then what I would do is more Warhammer fantasy style. You go in with a limited number of units. You cannot just reinforce on the go. Every now and then it may award you a new unit or reinforcments in game for capturing specific areas or completing quests. Also zombies should be random conputer controlled and never ending. Every now and then the game just throws more of them into the side of the map. But ya. The idea of just summoning more survivors or military from nowhere would not work. WHF is the way to go.