(I apologize for the incoming walls of text)
"The Walking Dead: Lawless Land (RPG)"
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A massive zombie pandemic has destroyed virtually all of humanity. Only small groups of survivors remain, and resources are scarce. Will you help the other survivors or eliminate them for personal gain?
(Note: This takes place in an alternate universe of "The Walking Dead" TV series. No official character lore will be used)
-6 Players
-PvE; cooperation and player killing are optional
-RNG placement of supplies/gear across the map (in houses/sheds/etc)
Day/Night cycle:
In the daytime, shared vision is allowed and units have increased sight range. Zombie spawns are less aggressive. At night, shared vision is disabled, unit sight range is reduced, and the zombies are at their strongest.
Inventory:
Each player will have a small box outside the field that contains their items (supplies/weapons). Move an item to the "Use" or "Drop" beacon for the desired effect (self-explanatory). If all of your survivors die, then your whole inventory is dropped and you enter Observation Mode.
Food supply:
Tracked as gas, it slowly diminishes over time. Explore the map to find rations of various sizes. Upon finding them, they are moved to inventory. Use a ration to restore gas. If gas reaches zero, one of your survivors will die from hunger and your gas will reset.
Weapon/Ammo system:
Finding a weapon will move it to your inventory. "Use" the weapon to equip it on one of your survivors. "Use" it again to unequip it from that survivor. You can't equip more weapons than your survivor count, and equips cannot stack.
Kills will slowly consume your ammo (minerals). Upon reaching zero minerals, your weapons will not do any damage. Find and/or use an ammo box to restore ammo (minerals).
Health:
All survivor units have HP regeneration (+1 every 3 seconds). Equip a "First-Aid" (medic) to heal units slightly faster.
Special Skill/Passive:
At the start of the game, each player can choose one of various "specialties" that will help them throughout the game.
-Improved food efficiency
-Improved ammo efficiency
-Survivors gain armor (damage protection for whole game)
-Start with an additional survivor
-"Binoculars" (periodically use a comsat station, only in daytime)
-"Teamwork" (if another player is allied with you, gain a damage bonus)
Players start in random locations with 5 survivors and basic gear (random weapon, some food). Cooperating with other players is optional. It may help you survive longer, but sharing resources will prove to be taxing. Killing off other players is also allowed, so beware.
Notes:
-I'm aware this will play very similar to PUBG and H1Z1, but that's the point. I have not seen anything like this attempted on SC1, so why not?
-I don't have any ideas for victory conditions yet.
-Implementation of random-events may/may not happen.
-Due to the heavy RNG, the map might seem absurdly difficult to some players.
(Note: This takes place in an alternate universe of "The Walking Dead" TV series. No official character lore will be used)
-6 Players
-PvE; cooperation and player killing are optional
-RNG placement of supplies/gear across the map (in houses/sheds/etc)
Day/Night cycle:
In the daytime, shared vision is allowed and units have increased sight range. Zombie spawns are less aggressive. At night, shared vision is disabled, unit sight range is reduced, and the zombies are at their strongest.
Inventory:
Each player will have a small box outside the field that contains their items (supplies/weapons). Move an item to the "Use" or "Drop" beacon for the desired effect (self-explanatory). If all of your survivors die, then your whole inventory is dropped and you enter Observation Mode.
Food supply:
Tracked as gas, it slowly diminishes over time. Explore the map to find rations of various sizes. Upon finding them, they are moved to inventory. Use a ration to restore gas. If gas reaches zero, one of your survivors will die from hunger and your gas will reset.
Weapon/Ammo system:
Finding a weapon will move it to your inventory. "Use" the weapon to equip it on one of your survivors. "Use" it again to unequip it from that survivor. You can't equip more weapons than your survivor count, and equips cannot stack.
Kills will slowly consume your ammo (minerals). Upon reaching zero minerals, your weapons will not do any damage. Find and/or use an ammo box to restore ammo (minerals).
Health:
All survivor units have HP regeneration (+1 every 3 seconds). Equip a "First-Aid" (medic) to heal units slightly faster.
Special Skill/Passive:
At the start of the game, each player can choose one of various "specialties" that will help them throughout the game.
-Improved food efficiency
-Improved ammo efficiency
-Survivors gain armor (damage protection for whole game)
-Start with an additional survivor
-"Binoculars" (periodically use a comsat station, only in daytime)
-"Teamwork" (if another player is allied with you, gain a damage bonus)
Players start in random locations with 5 survivors and basic gear (random weapon, some food). Cooperating with other players is optional. It may help you survive longer, but sharing resources will prove to be taxing. Killing off other players is also allowed, so beware.
Notes:
-I'm aware this will play very similar to PUBG and H1Z1, but that's the point. I have not seen anything like this attempted on SC1, so why not?
-I don't have any ideas for victory conditions yet.
-Implementation of random-events may/may not happen.
-Due to the heavy RNG, the map might seem absurdly difficult to some players.
"Starcraft Nazi Zombies"
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My attempt to accurately replicate the gameplay of Nazi Zombies mode in the Call of Duty series.
-4 Players
-Large building filled with locked doors and secrets
-Zombies spawning in increasingly difficult waves (potentially endless)
-Will attempt to rip HQ sound effects from CoD
Points:
Kills earn you points, the universal currency. You use them to buy weapons/ammo and unlock doors.
Windows:
Various windows serve as a barricade. You can shoot zombies through it, and the zombies can break it. Standing by a window without zombie presence repairs it and earns you points.
Acquiring/Reloading weapons:
You will always have your starter Colt 1911 on hand. It has infinite ammo and will have a quick equip/unequip system.
You can find new weapons (a "primary") throughout the map and buy them with points. Killing zombies with them will consume ammo (minerals). When you have zero minerals, your weapons (except the starter Colt 1911) will do no damage. You can go back to that weapon's spawn point to buy more ammo (40% price of weapon itself), or you can buy a new weapon to restore ammo.
Thanks to special EUDs, weapon changes can now be done without having to change units. Each player will always be a marine/ghost (based on player #). This will prevent HP exploits that come with having multiple units.
Random Weapon Boxes:
Spend points to activate these boxes. After a few seconds, a random weapon will become available for a few seconds. The possible weapons vary from weak rifles to the exotic Laser Gun/Thunder Gun, or even the legendary Death Machine.
Powerups:
Stronger zombie types will occasionally drop a powerup. The player who collects it will receive a buff for 15 seconds.
-Khalis: Max Ammo
-Khydarin: Double Points
-Uraj: Instant Kills
-Psi Emitter: Nuke
Notes:
-I will not be replicating the map layout of any official Nazi Zombies level. I'm not a god at terrain.
-Ability to carry 2 primary weapons may/may not be implemented.
-4 Players
-Large building filled with locked doors and secrets
-Zombies spawning in increasingly difficult waves (potentially endless)
-Will attempt to rip HQ sound effects from CoD
Points:
Kills earn you points, the universal currency. You use them to buy weapons/ammo and unlock doors.
Windows:
Various windows serve as a barricade. You can shoot zombies through it, and the zombies can break it. Standing by a window without zombie presence repairs it and earns you points.
Acquiring/Reloading weapons:
You will always have your starter Colt 1911 on hand. It has infinite ammo and will have a quick equip/unequip system.
You can find new weapons (a "primary") throughout the map and buy them with points. Killing zombies with them will consume ammo (minerals). When you have zero minerals, your weapons (except the starter Colt 1911) will do no damage. You can go back to that weapon's spawn point to buy more ammo (40% price of weapon itself), or you can buy a new weapon to restore ammo.
Thanks to special EUDs, weapon changes can now be done without having to change units. Each player will always be a marine/ghost (based on player #). This will prevent HP exploits that come with having multiple units.
Random Weapon Boxes:
Spend points to activate these boxes. After a few seconds, a random weapon will become available for a few seconds. The possible weapons vary from weak rifles to the exotic Laser Gun/Thunder Gun, or even the legendary Death Machine.
Powerups:
Stronger zombie types will occasionally drop a powerup. The player who collects it will receive a buff for 15 seconds.
-Khalis: Max Ammo
-Khydarin: Double Points
-Uraj: Instant Kills
-Psi Emitter: Nuke
Notes:
-I will not be replicating the map layout of any official Nazi Zombies level. I'm not a god at terrain.
-Ability to carry 2 primary weapons may/may not be implemented.
Changes to certain mechanics are up for debate. Tell me what would be best, and I shall deliver.