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Post by Shadow on Feb 28, 2009 11:00:07 GMT -5
No, I like that taking over the world idea better! I'm not sure if ghillie is really zombie-ish. But I'll give it a shot. The lights idea sounds amazing. They'd have to be regulated by refs, whom I think should remain as invisible as possible. Lights, sounds, and maybe a few fog machines in a dark and eerie woods. Mix in some zombies and you've got an airsoft-gasm right there!
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Post by El Phantasamo on Feb 28, 2009 21:04:11 GMT -5
.....Now imagine that you are defending a position which has flood lights set on a timer. after 30 minutes, the lights die out and you have to wait 30 more minutes to reactivate them... I have some crazy ideas, but I will explain them in detail when we talk again, I am planning on having some areas set up at night so they can be sort of an oasis from the zombies giving you time to rest and reload, etc... I have some low rpm "timer type" electric motors around the house here. Im sure I can make some sort of timer to cycle the lights on and off. If you want to have a buton to activate the lights on demand, but only for 30 Min, I'm sure I can build that too. All I need to know is how much current the lights will draw. Let me know about other wacky ideas, i have the Knowledge, means, and most of the materials to make such things ;D
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Post by Shadow on Mar 1, 2009 12:18:41 GMT -5
Can you make them flicker a bit, then finally turn off? If you could set some sort of timer to turn on and off really quick, then jsut stay off.
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Post by El Phantasamo on Mar 1, 2009 15:41:44 GMT -5
Can you make them flicker a bit, then finally turn off? If you could set some sort of timer to turn on and off really quick, then jsut stay off. That can be done, but it's not prcatical. Such an effect is hard on the switch and starter contacts, as well as the lights themselves. Halogen work lights and incandescent flood lights are expensive, and I'm sure RedKnight would like to re-use these items again, without wondering if the bulbs are still good enough to last the next time he wants to use them. I would also like to have the lights working every time we need them, instead of having some fail in the middle of the game. We would also have to heavier wiring for a flicker effect because of the increase in "surge current". If we let them switch on and off normally,we can use extension cord from a typical hardware store. I don't want to burn any wiring If i can avoid it.
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Post by Shadow on Mar 1, 2009 16:52:26 GMT -5
I agree. I know I would be able to donate one fog machine, a large strobe, two police lights, and many black lights if you decide to use them. I think that may enhance the experience.
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Post by slugg on Mar 2, 2009 3:37:19 GMT -5
I intend to have some "no-fire" zones for taking breaks, but mainly I want to have Specially lit areas that are basically an oasis from the "infected", keeping them at bay whil;e the lights hold out, until the "Special" lights crap out....then it's going to be a blood bath!
While the lights are on, even in the day time, it gives the players a break and time to reload (maybe) and time to have a quick snack and plan their next move. they still will have to worry about the other teams in the area that may attack them if they are interested in using the area as well or taking something that the players have ( I previouslt mentioned a scavenger hunt that will be integrated into the game).
I want to post and recruit a group of 10 to 20 full-time zombies/infected/ghouls I like to have them in full costume with goggles so that they look all gross and nasty.
As for flickering lights...I think I will try loading my generators with a small amount of fuel, or even easier, just waiting 30 minutes, then turning the choke switch and watching it stall out in a dramatic manner. Then the infected can come running in and begin the eating of people.
My plan is to limit folks to 3 or 4 low/mid caps or one high cap for aegs, with no replenishing allowed in the field. Seriously, 3 or 4 mags of 50 to 60 rds or 300+ in a high cap should be plenty...way more than they will use up for a while. This would increase the dramtic effect of running dry during an attack. It would also increase the need to take an hold one of the oasis to replenish with ammo that was "left" by other survivors.
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Post by Shadow on Mar 2, 2009 13:20:23 GMT -5
I like it. I think the limited ammo would really increase the panic rush. So the Zombies can't enter the light? How many hits would it take to kill a zombie? A person? And what would be the rules to respawn, if any? Also, would the zombies out number the players?
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Post by slugg on Mar 3, 2009 1:11:02 GMT -5
A person who is shot is hit and is toast, drops any objective they are carrying and goes back and waits to respawn maybe something like 5 minutees or so (if they have an oasis, they can spawn there after the battle)
A zombie gets hit and is killed then respawns at a predesignated spot (say about 100-150 ft into the woods in one of 2 or 3 areas, depending on the time in the event and what part of the scenario they are in. Zombies continue to respawn and rush in waves until they run through a certain number of dead zombies (depends on the size of the skirmish and how intense we want it to be)
Players killed by zombies may wait to respawn or may go and spawn as a zombie and go attack the opposite team as a zombie ( using the zombie rush respawning rules) they wont want to do this too long though because it means that their team is weakened while they are gone.
while the players will most likely outnumber the zombies, they have to wait to respawn, and the zombies are only killed by "head shots" scored not against the head, but against a pie plate afixed to the front and rear of the zombie's chest. I thought about using paper plates, but metal pie pans make a whole lot of noise when they are shot and hold up under fire a bit better.
for sake of arguement we can use colored light bulbs to indicate that the lights are some "special anti-virus" light that kills/hurts zombies making them stay away from it while its on (maybe 50 ft or so)something like that...its science fiction dude it can be what ever reason we like... ;D
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Post by Shadow on Mar 3, 2009 12:49:26 GMT -5
We must be in McDonald's because I'm loving it!
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Post by slugg on Mar 4, 2009 1:42:34 GMT -5
So does that really mean that you like the ideas? Mickey D's is like a slow death sentence....kind of like screwing a stripper with HIV...it feels great now but, you know its going to catch up to you in a few years. Any way, back on topic, I would like to get volunteers now to help build the stuff we need for June. I would also like to start gathering names of folks that want to be Zombies for this event. I am not rich, and I will not pay you to be bullet sponges, but I will come up with a nice gift for my zombie volunteers. [glow=red,2,300]Can an admin/moderator please repost this where appropriate? [/glow]We seriously need volunteers badly, and I really want this to happen in mid June of 2009 at Shadow's place so we need to push forward with this. [glow=red,2,300]El Phantasamo any assistance you can give would be great, I believe you are in Wisconsin right now, but if you want in on this, you would be welcome anytime[/glow]. EL, I will happily supply the food and tasty adult beverages for you! Anyone else who has something to contribute, please post here or PM me asap! Thanks in advance guys.
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Post by Troubadour on Mar 4, 2009 6:31:42 GMT -5
I have a few ideas that I decided I would submit.
1.)Have multiple different squads of humans, they amongst themselves can decide if they want to work with other squads or kill them all.
2.)Have lootable items on people that would make it worth it to turn against another squad. Such as a designated bag of 500-1,000 bb's that players would have to be willing to give up when killed. That is their ammo for the day and they only have two way to refill it, take it from other dead humans or reload it at the oasis. (They can have an extra bag of how ever many bb's they want, but it can only be reloaded at the oasis).
3.)The Oasis can not be entered by two different squads at the same time, unless they are under terms and have formed an alliance or form an alliance on the spot. During an alliance in the Oasis, you can not turn around and kill the other team when the lights are on. Anywhere else on the field it is free, but killing the team that let you in the oasis or letting a team in the oasis and then killing them is a dick move.
4.)Have a medic and allow them five vials of zombie cure. (these count for being shot, we don't have to explain it... it just does) These vials are also lootable off the medic and can not be refilled at an oasis. These can only be refilled when everyone in said squad has died.
5.)Limited magazines. They have the bag of ammunition (500-1000 bbs that are lootable), but they only have limited magazines (no hi-caps), they only get 2-4 magazines till they have to reload with a speed loader. This will force players to shoot accurately instead of spray and pray. Perhaps, make it a way that they can find more magazines. They would have the extra magazines on them, but just weren't allowed to load them. This is where trust is a huge issue, so allowing them to find extra magazines might be a no-go, but I still think limited magazines is a must.
5.)Some roleplaying would be nice. When people get shot or killed, they actually act dead. Say a squad kills another squad, they lay on the ground until that squad is done looting their bodies. Lootable items will have to be in pouches or pockets marked with tape or something, so you don't have people clawing all over your body. As much as some of us (Stapo...) would like it, that is just awkward sometimes.
I am out of ideas, I'll have more later, unless these ones suck then I'll just stop trying.
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Post by Shadow on Mar 4, 2009 11:26:16 GMT -5
I like many of those ideas. I would like to add something though. What if there were, say 10 floodlights hanging from trees in different locations that acted as the oasis area but only one of them could be turned on at a time. Every half hour, or whatever your time period is, one of these ten lights turn on. That way, you'd have to find the oasis first before using it. Teams could help each other, or lie and lead the others in the wrong direction.
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Post by El Phantasamo on Mar 4, 2009 12:31:08 GMT -5
I have a few ideas that I decided I would submit...... 2.)Have lootable items on people that would make it worth it to turn against another squad. Such as a designated bag of 500-1,000 bb's that players would have to be willing to give up when killed. That is their ammo for the day and they only have two way to refill it, take it from other dead humans or reload it at the oasis. (They can have an extra bag of how ever many bb's they want, but it can only be reloaded at the oasis). 5.)Limited magazines. They have the bag of ammunition (500-1000 bbs that are lootable), but they only have limited magazines (no hi-caps), they only get 2-4 magazines till they have to reload with a speed loader. This will force players to shoot accurately instead of spray and pray. Perhaps, make it a way that they can find more magazines. They would have the extra magazines on them, but just weren't allowed to load them. This is where trust is a huge issue, so allowing them to find extra magazines might be a no-go, but I still think limited magazines is a must. I like the lootable items idea, but I would advise against looting BB's. When it comes to BB's, everyone has their own brand and weight preference (ESPECIALLY PTW owners). I would be upset to see my KSC .25's or 3.0's looted, only to loot back some flying colors .20's. A neat idea, but not practical unless we can have other items of value available to be looted. As for limited magazine use, I think I have a solution. What if we were to place some wide blue "Painters tape" over the magazine where the BB's feed out? then you have to find some sort of "Bonus Card" on the field that says "Unlock 1 extra magazine" or "Unlock 3 extra Magazines" or whatever. The player would have to keep the cards on them at all times only to verify they have unlocked the items if necessary. We can also use the blue tape to mark what pouches hold lootable items. If for any reason its lost, it's the "Corpses" obligation to inform their "Killer" what pouch it is. Also, were we thinking of some sort of time from when you are "infected" by a zombie until you turn into one? Maybe a Minute? If you don't wear a watch (Like myself), you'll have to buy a stopwatch. I like this idea in that it is possible to save a teammate from zombies in the nick of time, and give him the "Zombie Cure" before he "turns". We are going over A LOT of ideas here, but what we have int he last 2 pages is not enough to make it too complex. I'm sure with what we have, mature players with ~6mo-1 year experience should have no issues at this event. RedKinght, I'm sending you a PM.
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Post by Shadow on Mar 4, 2009 13:26:53 GMT -5
Possibly for the BBs, have "Unlock 1 extra magazine" cards on them only for use by looters. That way, when they are looted, the card can be taken and used only if it has been taken. It's still your mag, and your BBs. Maybe, when you go back to reload, some players are given more lootable mag cards to be stolen when they get hit again. That way we can regulate the amount of available ammo depending on how intense or panic-inducing you want it to be.
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Post by slugg on Mar 4, 2009 14:04:45 GMT -5
I have a few ideas that I decided I would submit. 1.)Have multiple different squads of humans, they amongst themselves can decide if they want to work with other squads or kill them all. 2.)Have lootable items on people that would make it worth it to turn against another squad. Such as a designated bag of 500-1,000 bb's that players would have to be willing to give up when killed. That is their ammo for the day and they only have two way to refill it, take it from other dead humans or reload it at the oasis. (They can have an extra bag of how ever many bb's they want, but it can only be reloaded at the oasis). 3.)The Oasis can not be entered by two different squads at the same time, unless they are under terms and have formed an alliance or form an alliance on the spot. During an alliance in the Oasis, you can not turn around and kill the other team when the lights are on. Anywhere else on the field it is free, but killing the team that let you in the oasis or letting a team in the oasis and then killing them is a dick move. 4.)Have a medic and allow them five vials of zombie cure. (these count for being shot, we don't have to explain it... it just does) These vials are also lootable off the medic and can not be refilled at an oasis. These can only be refilled when everyone in said squad has died. 5.)Limited magazines. They have the bag of ammunition (500-1000 bbs that are lootable), but they only have limited magazines (no hi-caps), they only get 2-4 magazines till they have to reload with a speed loader. This will force players to shoot accurately instead of spray and pray. Perhaps, make it a way that they can find more magazines. They would have the extra magazines on them, but just weren't allowed to load them. This is where trust is a huge issue, so allowing them to find extra magazines might be a no-go, but I still think limited magazines is a must. 5.)Some roleplaying would be nice. When people get shot or killed, they actually act dead. Say a squad kills another squad, they lay on the ground until that squad is done looting their bodies. Lootable items will have to be in pouches or pockets marked with tape or something, so you don't have people clawing all over your body. As much as some of us (Stapo...) would like it, that is just awkward sometimes. I am out of ideas, I'll have more later, unless these ones suck then I'll just stop trying. I like the ideas! can you meet with us to discuss this stuff at greater length? we are planning on getting together next week to build structures. For hit/kill system, zombies are knocked down when hit other than in the pie-plate "head". they have to sit and count to5 or something to that effect "one mississippi, two mississippi...." Humans can indeed fight one another(in certain areas), and are hit/killed when they are struck as per standard rules, we will allow a bandage system, in very limited quantity and capacity (see below) after that, I am thinking that they will respawn every 15 minutes or when ever the whole squad is wiped out.(which ever happens first) As for lootable items, I have an idea concerning that. I was thinking about having bags of ammo on certain players (probably team leaders), the speedloader would most likely be loaded with .2s and in small quantity, maybe 100 - 200 rounds. I know that isn't alot of ammo, but thats the point of a horror survival game right? Also, I know, Hi caps don't feed perfectly to the last BB, that makes them less beneficial in this case, and thats kind of the point. It wouldn't be any challenge if we could all walk around with miniguns and waste everything we see right? I would purchase them (quality BBs, probably killer bees or something similar) and get reimbursed from the small fee we would be requesting. The rest of the funds would go toward the structures and probably T-shirts for our volunteer zombies. We are definitely going to limit ammo quantities, and I like the idea of oasis being a non-combat zone for team vs team purposes. For the record, any one, I mean any one that shoots a light bulb out would be in a world of trouble with me and would be leaving. I don't anticipate trouble but some jerk-offs thought it was funny to shoot and break a guys web cams during one event, just to break them, so I thought I should put that out there. If we limit every one to 2 or 3 mid or std cap mags or one high cap mag that should about do it for ammo limitations. I am thinking about having a couple of portable barriers that we can erect on the field to give our zombies a small bit of cover as they "respawn" then they can rush from behind it as soon as they are ready. We could set them up at a reasonable distance from the players to cut down on travel time for zombies. I think that the players should still have to spawn by walking back to their base. Once they are at base and respawn, they would be fair game for wandering ghouls in the woods. additionally, I am thinking that at this point lootable items would most likely include a sidearm or two that I am willing to loan out, as well as a grenade or two. I don't think I am going to have regular players loot other players. We will probably have a roleplaying member on each team who carries lootable items. For sake of ants and other insects such as ticks, I don't think we will want to lay on the ground and play dead, but lootable items may include medical kits which will be in large briefcase size boxes, probably holding 5 while gauze bandages with "anti-zombie-antibiotics" once they are used, thats the end of them. I will make the box or other such items fairly bulky, and a little heavy to make players decide if they really want it or not. I am thinking that one such item would be a weighted (empty) gascan. It will allow the player to reactivate the lights in a given area or extend their duration by 30 minutes, one time. Thats just one or two examples of what I have in mind. I hope it tickles your fancy and stimulates your imagination. I really would like to see everyone out there when we do this thing. ;D
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